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Games 



(And 10 Major 
Disappointments) 




Welcome to 
the new landscape 
of War. 








Extensive multi-player support 
including ‘Watch and Join modes' 


CAVEDOG ENTERTAINMENT 


The New Landscape Of War 

In a distant part of the Galaxy, 
the Core and the Arm continue a thousand year 
battle over long forgotten ideals, destroying 
everything in their path... 


TOTAL ANNIHILATION is a real-time war game 
featuring true 3D terrain and run-time generated 
3D units. Tanks drive up and over hills, tilting 
and rocking with each bump in the landscape and 
impact with enemy weapons. Battle on diverse- 
landscapes, including lava worlds, ice planets, 
desert valleys, alien tundra, towering mountain peaks 
and vast island-dotted oceans. Build 
defenses high in the hills for a better view and 
a better shot. Giant Bertha cannons pound the enemy 
from across the world. Planes bank and 
dive in intense air-to-air combat. Amphibious 
tanks drive into and dive under water for surprise 
attacks. Download new reinforcements from the 
web and swarm the enemy with hundreds of 
ever evolving units. 


TOTAL ANNIHILATION’S 3D landscape is a revolution 
that demands deeper strategy and generates 
more realistic game play. Mobilize your forces and 
experience the new landscape of war! 




< A V E <1 4 

www.cavedog.com 

©I 097 Humongous Entertainment, Inc. All rtgtrts reserved. Dialed and Published by Cavedog Entertainment, 
a division ol Humongous Entertainment, Inc. Distributed by GT Interactive Software top. Cavedog En!crta;nment' w 
and Total Annihilation™ ate trademarks ol Humongous Entertainment, lx. GT™ is a trademark and Ute GT Logos 
is a registered trademark ol GT nleractrve Software top. Microsoft® arxl Windows® are registered trademartis 
ol Microsoft Corporation. All outer trademarks are tire property of their respective companies 

a GT Interactive company 
CIRCLE READER SERVICE #368 




Take out a radar tower 
to cripple the enemy’s 
intelligence' 


Blast the opposition .into smoking 
fragments, leaving the world 
scattered with burnt out. wreckage. 


Control the high ground. 


True 3D 1 terrain. 


Send in high altitude bombers ■ 
to take out .enemy. enGajtipments. 




Bombard the enemy from 
the safet^ of the sea. 


3D tanks move smoothly 
over the. hill as they 
move into position. 


CIRCLE READER SERVICE «368 



SPORTS 


raici Advertising: Reprint at Actual Review 


***** REVIEW • JACK NICKLAUS 4 


Double Eagle 

Accolade Drives to Perfection With the Stunning, Deep Jack Nicklaus 4 


By Scott A. May 


\ rrni \nr 
rw.i.u muiT 

www.accolade.com 


ubbcd by many as the 
“golfer of the cenhny,” Jack 
Nicklaus is tally a legend in 
bis own time. So it’s only 
fitting that the latest com- 
puter game to bear bis 
name, Accolade’s Jack 
Nicklaus 4, should be the 
preeminent golf simulation 
of our time. Nearly every- 
thing you could ever hope for in a golf 
game is included in this comprehensive 
package. It’s an absolute model of perfec- 
tion. 

PRO SHOP 

Here’s w'hat you get in JN4 (take a 


deep breath): five IS-holc courses 
(Colleton River Plantation, Country 
Club of the South, Muirfeld Milage, 
Calx) del Sol, and the fictional Winding 
Springs), eight play styles, a lull-blown 
course designer, a course converter (for 
importing JNSE courses), and a choice of 
four multiplayer modes (serial, modem, 
LAN, and Internet). 'Hie only thing miss- 
ing is post-game cocktails at the club- 
house. 

Pre-game options include course, 
game length, golfing buddies (with 
updated stats), a choice of caddies, 
gimmes, mulligans, and weather condi- 
tions (rain, fog, or clear). Three of these 
options can be further defined: clearing 


fog, maximum distance for gimmes, and 
total number of mulligans allowed per 
round. 

' I he real kicker is the variety of avail- 
able game styles, the most of any golf 
sim on the market. These include Best 
Score Championship, Best Score 
Handicap, Stroke Play, Match Play, 
Sudden Death, $1 Million Skins 
Challenge, Bingo Bango Bongo, and 
Certified Game (recorded Stroke Play 
for deferred mail or email matchups). 

Graphically, JN4 meets or exceeds 
anything on the market, including 
Access Software’s Links LS. Accolade 
uses a proprietary height-mapping 
engine to achieve incredible terrain real- 




Jack Nicklaus and the 
Golden Bear symbol are 
registered trademarks of 
Golden Bear 
International. Accolade 
is a trademark of 
Accolade, Inc. All other 
product names, 
corporate names, and 
trademarks are of their 
respective owners. 
Produced in association 
with Jack Nicklaus 
Productions, Inc., 
Published under license 
by Accolade, Inc. ®1997 
Accolade, Inc. All rights 
reserved. 


Roll Your Own 



I n real life, Jack Nicklaus is in semi-retirement, play- 
ing only select senior tournaments. Far from inac- 
tive, however, St. Nick devotes much of his energy 
to course designs. To this end, I can’t think of a 
better testament to his architectural prowess than Jack 
Niclaus 4’s superb course designer. Modeled after 
Nicklaus Productions’ own CAD system, the course archi- 
tect is amazingly robust. 

It can also be daunting, particularly for first-time 
designers eager to duplicate their favorite links. For this 


reason, Accolade devotes about two-thirds of the game 
manual to course design, including tips, tricks, and a 
step-by-step tutorial. There’s also a built-in design wizard, 
which automates many of the tedious tasks for beginners. 

Starting with a flat piece of land, you build your course 
from the inside out, applying fairway shapes and greens, 
setting pars and handicaps, and arranging your overall lay- 
out with an eye for natural continuity. Next, fine-tune each 
hole with variations in shape, elevation and terrain type. 
From there, a plethora of tool palettes are available to 
customize your basic design: trees, bushes, rocks, 
bunkers, lakes, streams, cart paths, objects, sky, and 
horizon. Using CAD-style boundary points, everything on 
the screen can be moved or resized using simple drag- 
and-drop mouse commands. 

Auto-rendering lets you see in precise detail how your 
designs will appear during play. Not only that, but every 
change is instantly updated in the rendering window. 

Every square foot of your course can be viewed from vir- 
tually any distance or angle. 

A few faults are readily apparent: There’s no option for 
importing user-created objects or sounds, and no way to 
automatically tile view windows on the screen. Finally, 
there’s no provision for testing your design as you go, 
except to save, exit, and load the unfinished course into 
the game. These detractions aside, however, the course 
designer is a powerful, versatile tool guaranteed to give 
this product long legs in the marketplace. 



raiu suiverusing: ivcprmi or/\ciuai Review 


REVIEW • JACK HICKLAUS 4 


ism. For the real-world eourses, aerial fly- 
bys enabled the designers to accurately 
detect land elevations within six inches of 
sea level at 1 x 1 foot intervals. 'Hie underly- 
ing engine then calculates variables such as 
light source shading, shadow's, and reflec- 
tions, resulting in the most organic-looking 
terrain I’ve ever seen. In fact, look closely 
and you’ll see that the terrain even shades 
itself — proof positive of the game’s subtle 
but utterly mind-blowing attention to detail. 

Because golf is such a fast-paced sport— 
OK, I’m being sarcastic — JN4’s screen 
redraws are markedly quick. Technically, it’s 
incredible, considering that nearly two-thirds 
of what you see is 3D-rendercd terrain, unlike 
Links LS, which relies much more on a 2D 
painting horizon to fill the screen. Of course, 
overall speed is still reliant on hardware fac- 
tors, such as processor speed, system and 
\ideo RAM, graphic detail, and screen reso- 
lution. JN4 rewards gamers with more than 
20MB system RAM, and will run at whatever 
maximum resolution and color depth your 
video card supports. Those with less-than- 


Course Conversions and Web Sites 


T alk about getting your money’s worth! If you’re an 
avid golfer, Jack Nicklaus 4 may well be the deal of 
your dreams. Not only do you get five courses and 
a built-in designer; but you’ll also inherit what 
amounts to an instant library of thousands of custom-designed 
links. JN4 has the ability to import and convert courses created 
with its predecessor, Jack Nicklaus Signature Edition. 

All you need is a modem and access to the Internet or other 
major online services, including America Online, CompuServe, 
and Delphi. There you’ll find enough courses to make your put- 
ter flutter indefinitely. The conversion process only transfers ter- 
rain shapes and elevations, so you’ll have to add objects such 
as trees and bushes. But that’s a minor chore and a heck of a 
lot easier than starting from scratch. 

Below is a list of only a few top Web sites offering hundreds 
of JNSE courses, available as free downloads. Each site was 
confirmed as active at the time of this writing: 

JNSE Fantasyland 

http://users.aol.com/td4729/jnse.htm 

The Linksland 

http://quancon.com/~brent.blackburn/jnse.htm 

The Wild Onion 

http://www.onion.com/jnse.htm 

Golf Paradise 

http://www.geocities.com/TheTropics/1113/ 

Steve Opfer’s JNSE Golf Page 

http://www.infi.net/~opfer/golf.htm 
Chris Furgerson’s JNSE Courses 
http://www2.netquest.com/ ~ reolakes/cfjnse.html 
Brian Silvemail’s Golf Course Designs 

http://members.aol.com/bsilvrnail/index.htm 



optimal hardware can decrease 
graphic detail, and run the 
game in a window using 16- or 
8-bit color. 

ON THE GREEN 

Gameplay offers maximum 
control with minimum inter- 
ference. Each stroke consists of 
three easy steps: Click once for 
the onscreen aiming arrow; 
click again to set; and again to 
start the swing meter in 
motion. The designers use an 
overlaid swing meter with visu- 
al “sweet spots’’ for both power 
(backswing) and accuracy 
(contact point). Player stance is 
automatically calculated in the 
aiming process, which allows 
you to manually adjust for dis- 
tance, trajectory, and swing 
intensity. 'Hie swing meter also 
reflects whether the shot is a 
drive, chip, or putt. 

'Hie game’s physics model is 
incredibly flexible, automatical- 
ly adjusts to atmospheric con- 
ditions for the (light path, and 
! realistically reacts to objects 
[ and terrain upon landing. For 
I example, a ball striking the trunk of a tree will 
I react differently than one hitting the branch- 
! es. Fora dramatic demonstration of the 
| game’s physics model, try designing a hole 
! using cart path as the primary surface, then 
I watch as a 100-yard drive bounces clear into 
j the next county'. 

j Although JN4 doesn’t utilize Direct-Draw 
! for graphics, it employs both DircctPlay for 
I its multiplayer modes, and DirectSound for 
| its rich aural ambiance. The sound is so 
| detailed (about 32MB worth) that the 
I designers are able to assign the correct bird 
I calls to each region. 

| Other goodies include the ability' to best 
| your low score by playing against previously 
! recorded rounds. Adjustable views also let 
! you see the course from any angle, down to 
| one meter above the ball, which is helpful for 
| lining up difficult putts. 

I HOOK SHOT 

| Unfettered kudos aside, there’s a few' dark 
j clouds on JN4’s horizon. Talk about system 
1 shoclc Typical installation requires a whop- 
! ping 171MB chunk of your hard drive. As if 
j anticipating consumer resistance, Accolade 
| makes absolutely no mention of this fact on 


the box or in the manual. Also, each 18-bole 
course you create zaps an additional 10MB 
or more. 

Minor quibbles also include the animated 
grid overlay used to gauge terrain grades. 
The grid turns off between shots— an 
annoying oversight. Aid “animated”? Slowly 
draping over the ground isn’t a feature worth 
bragging about. 

Still, from play mechanics and graphics 
rendering to course design and multiplayer 
capabilities, Jack NICKLAUS 4 is one of the 
most well-crafted games — of any genre — 
that I've seen in years. % 


►APPEAL: Computer golfers of all 
experience levels. 

►PROS: The best graphics of any 
golf sim to date; the user interface 
and course editor are models of per- 
fection; excellent choice of multi- 
player modes; free 
galore. 

►CONS: High 
system require- 
ments; typical 
installation eats 
171MB from 
your hard drive. 


custom courses 



CIRCLE READER SERVICE #290 


SPORTS 








univir 


CffllfellliHL' Wwlli 


I M MibiiP 

pi; Qehjw 


are about to collide 


FceeMnternet ^ampetitiori 
Battle alone or challenge up.t6 
f players With one-click, free,access 
to Battle.netT:Enhanced!nternet features 
include: worldwide^player rankings, . 
tournaments and player handicapping 


Luiiiuj.hlizzarcl.com 

1-800-953-5N0UJ 



i 

tT* 


WmmV 

^gr 

. 

— ^.. y - cir 




J 



jgs 

% 

s. 

w 

w 

■ 







CGW’s infiltration of the Electronic Entertainment Expo yielded a 28- 
page bonanza on the hottest new titles heading your way. We’ve sepa- 
rated the coolness from the crap, and herein present the ultimate insid- 
er briefing on the best titles in every genre. Even through our jaded 
eyes, we were very impressed with the overall quality of new titles in 
the channel. But since there are 1,500 games coming your way, we’ll 
focus on the best ones for the bucks. 


92 Quake II 

You’re obviously not a Quake fanatic, because if you 
were you would have already turned to the story. So 
we’re wondering, do you know what Quake is? Are you 
into reading magazine contents pages? Need to add 
more fiber to your diet? 





SNEAK PREVIEWS 


FI Myth: The Fallen Lords ► 
n Fallout 
El iF-16 

BT1 Deathtrap Dungeon 



HARDWARE 


i m 

eh 

EE] 

QD 


eh 

El 

EH 




GAMER'S EDGE 


Plextor 12/20 CD-ROM Drive 
Quantum Fireball ST 3.2 
Hard Drive ► 

Thrustmaster 
Top Gun USB Joystick 
Diamond FireGL 1000 


Theme Hospital 
Strategies ► 
Scorpia’s Mail 
CG Tips! 


COLUMNS 


EH 

Loyd Case 

Windows 95 on Trial 

EH 

Scorpia 

A Review ol Sirtech's Shadows Over Rida 

EH 

Charles Ardai 

When Will Computer Games Grow Up? 

Erl 

Denny Atkin 

Microsoft's Fighter Ace vs. 



interactive Magic's Warbirds 2.0 

EH 

Terry Coleman 

Where Are All the X-C0M Clones? 

EH 

Martin Cirulis 

What’s the Deal With Killing Reality? 






REVIEWS 


ADVENTURE/ROLE-PLAYING 


178 Callahan’s 

Crosstime Saloon 
,186 Star Trek: 
Generations 


ACTION 

184 Extreme Assault 
200 Rebel Moon Rising 

208 Norse by Norsewest 

209 3D-Ultra Mini Golf 

210 Deathmatch Maker 


SPORTS 

214 Triple Play 98 
1218 Front Page Sports: 


CLASSIC/PUZZLES 

224 Hoyle Poker 
224 Golden Nugget 


STRATEGY/ WARC AMES 

1228 Great Battles 
of Alexander 

234 History of the World 
242 Heroes of Might and 
Magic II: The Price of 


Exclusive! Dennis “Call Me Daddy" Hopper Talks Games. . .pg. 26 


CPDTFMRFD 1QQ7 


CGW 











IM HE MEDIEVAL CATHEDRAL OFTEN 
SERVED AS A CENTER FOR LEARNING. 

THIS IS GOING TO BE A VERY 
PAINFUL LESSON. ' 


" The Four Horsemen of the apocalypse lurk in the shad- 
ows before you. And they arc nett alone. Eidolon! the last-known 
Serpent Rider, lives. All of humanity has fallen to the archfiend and 
his Hell-spawned hordes. As the Necromancer, the Assassin, the 
Crusader, or the Paladin, you must put an end to this ravenous 
onslaught. But first, you must defeat the Dark Generals. Each of 
therh awaits your arrival separately in one of four demon-infested 
worlds. You will know them when you see them. Thcywill be Death, 

Pestilence, Famine and War. 'jVill you be the teacher? Or the student? 

. . a : J - r ' 


•-JPtSsscss distinct spells, powers and weapons. ■ 
: ^ With' experience, gain levels; more 
hit points and certain abilities that apply to your 
specific character class, such as 
increased” speed, firc'powcr and jump distance. 


Lose yourself in lightning 
storms, blowing leaves, earthquakes, spraying 
fountains and pouring rain. 


Bludgeon your way through four demon-infested 
worlds — Medieval. Egyptian, 
Mesoamerkan and Roman. Smash stained glass 
windows, collapse structural 

- beams, pulvcrizc trccs and shatter egosT ' 

, .. • ... . ■■■ 
/*•*< /' 







DEATH is nothing 


Death would be loo easy. 

Too little to repay a 

thousand year old debt. 

Too quick to satisfy the hunger ot one you 
betrayed and left to the ravages of the Mages 
in another millennium. 


Only then will he anoint you with the last 
sacraments of your torment. 


A malevolent 
3D fantasy quest 
from the creators of 
HEXEN" and HEXEN II.' 


for up to 16 players. 


Windows' 95 




MageSlaysr 01997 Raven Software. Inc. All Rights Reserved. Published an 

I Corp. GJ is a trademark and lire GT Logoi' is a registered trademark of GT 

1 is a registered trademark of Microsoft Corp. Alt other trademarks are the property of their respective co 


f^GUnte 

^7 Saftwai 

• www.gtgarr 


with 

diabolical traps and mysteries. 


Before LORE THANE extracts 

his terrible price on your body and SOUi, you are 
bound to wander through five worlds of atrocity. 

Stoking your powers. Solving internal mysteries. 
Gathering ETiaglC anc | arcane knowledge. 

Fighting your way through FEAR into MADNESS 
for one last, desperate struggle against Evil, himself. 


No - Death would be too easy. 


of hellish levels. 


A <****>/ 



WITHOUT 


CIRCLE READER SERVICE #281 



Delicious Demos 
and Spy Photos 

Undercover CGW Operatives Bring You 
Covert Recon on 38 Cool Games in Development 


►WARLORDS III 




I n addition to 14 great playable demos, this 
month’s CD features 76 top-secret screen- 
shots on games under construction at 29 
different companies. So check out the 
screens of the games you’re looking forward 
to, and have a ball with our awesome lineup 
of the hottest available demos! 


►dark colony 
►betrayal at antara 


►extreme assault 


►MONDAY NIGHT 
FOOTBALL 98 




5 New Fish, 5 New Lakes, & 
New Tournament Types. 




te'TBIiMllS 


[On line Bass] 



Only one experience comes close to the excitement of hooking a trophy-size bass. And that’s landing a 19-pounder in 
Trophy Bass 2”, the most addictive fishing simulation ever. Now with Internet, modem and network play, you can compete 
with neighbors or in worldwide tournaments. Get tips from the pros. Select from thousands of realistic items-the gear, the 
lake, the weather-but be forewarned, you're the one who'll get hooked. 


Visit us at http://www.sierra.com, AOL, or CompuServe. To order 


►IMPERIALISM 


►SHADOW WARRIOR 


How Do I Use the Disc? 


T he CD is Autoplay enabled and should 
begin when you load it into the CD- 
ROM drive. Otherwise, select Run 
from the Program Manager in Windows 3.x, 
or Start Menu in Windows 95, and type 
D:\RUN-ME (where D is the letter of your 
CD-ROM drive) to run it straight from the 
CD. You may type D:\INSTALL to create a 
CGW program group on your Windows desk- 
top for future fun. Many demos require the 
disc to be in the CD-ROM drive in order to 
run; therefore, we recommend installing the 
demos from our disc. 


How Do I Play the Demos? 

To view the demos, first click on Editors’ Hot 
Picks, Special Features, or Product Demos. Then 
click on the title of interest. Each demo has its 
own instructions for installation. 

How Do I Get the Patch Files? 

Click on Patches under the CGW Features, and 
then read the text window that has instructions on 
copying the files to your hard drive. You can also 
access the patches from a DOS prompt by typing 
D:\PATCHES (where D is the letter of your CD-ROM 
drive) and copying them directly to your hard drive. 


AUGUST CG-ROM TITLES 


TITLE 

PLATFORM 

DIRECTORY 

EXECUTABLE 

Betrayal at Antara 

WIN/95 

ANT DEMO 

BIADEMO.EXE 

Black Dahlia 

DOS/WIN 

DAHLIA 

SETUP.EXE 

Catchword 

WIN/95 

CATCHWRD 

CAEW027A.EXE 

Chron X 

95/NT 

CHRONX 

CHRONX.EXE 

Dark Colony 

95 

DC 

SETUP.EXE 

DirectX 3.a 

95 

DIRECTX 

DXSETUP.EXE 

Dog Day 

95 

DOGDEMO 

SETUP.EXE 

Extreme Assault 

DOS 

ASSAULT 

SETUP.EXE 

Fallout 

95 

FALLDEMO 

FALLDEMO.EXE 

Heat 

95 

HEAT 

SETUP.EXE 

Imperialism 

95 

IMPERIAL 

SETUP.EXE 

Machine Hunter 

95 

MACHINE 

MACHHUNT.EXE 

Monday Night Football 98 

95 

ABCMNF98 

ABCMNF98.EXE 

Muzzle Velocity 

DOS only 

MUZZLE 

RUN.BAT 

Patches 

n/a 

PATCHES 

n/a 

Shadow Warrior 

DOS 

SHADOW 

INSTALL.EXE 

Warlords III 

95 

WAR3DEMO 

SETUP.EXE 


We strongly recommend that you back up any pre- 
viously saved games before installing a patch, as 
this may overwrite your existing program. 

How Can I Get the CG-ROM 
Delivered Each Month? 

To subscribe to the CD-ROM version of the 
magazine, call (303) 665-8930, and specify that 
you want the CD-ROM version. Please note that if 
you already receive the magazine without the CD, 
you must wait until your current subscription 
expires before you can order the CD version. 

If you have a problem receiving the CD ver- 
sion, send an email with your name, address, 
phone number, and subscriber number to 
cgw@neodata.com. Neodata is a magazine 

fulfillment house that is not owned or operat- 
! ed by Ziff-Davis. 

i Where Can I Buy the CDs? 

Copies of CGW with the CD are available in 
j most major retailers where magazines are sold, 
j If you can’t find the magazine with the CD, 
j encourage your retailer to carry it. To find out 
j where CGW can be purchased near you, or to 
j suggest that it be carried at your local retailer, 
j please email Gerry at: getsmart@ils.net. 

; Unfortunately, we can not fulfill requests for 
] back issues of CD-ROMs at this time. 

| Disclosure 

As a matter of record, CGW voluntarily 
] maintains a list of companies in which 
| SoftBank, the parent company of Ziff-Davis 
j Publishing Co., has an interest. It is available 
| online at www.computergaming. 

] com/disclaim.html and is updated when 
| we become aware of such investments. 





"... sharp 3D engine 
that looks like it 
could stand toe to 
toe with Quake™ . . . 
the structure and 
flow of gameplay is 
more interesting than 
most shooters . . .” 

— PC Gamer (preview) 


defiance “...destined to 
i chieve noteworthy status.’ 
- Computer Game Entertainment 
(preview) 


If it’s battle you want, it’s battle you’ll get 

CIRCLE READER SERVICE #167 

GET IT THIS FALL 


PRODUCTIONS 

GAMES WITH GUTS 

www.avalonhill.com 

1-800-999-3222 


©1997 Visceral Productions, Baltimore, MD. 
A DIVISION OF AVALON HILL GAME COMPANY 
4517 Hartord Road. Baltimore. MD 21214 





■t feM4 




ILL YOU EXPLORE NEW LANDS? OR 
WILL YOU AMASS GREAT RICHES? OR WILL YOU 
CONQUER EVERYTHING IN YOUR PATH? 

A H LI . . . Y E S . 



Choose your favorite form of world domination. Coming this fall. 


www.microsoft.com/games/empires 


© 1997 Microsoft Corporation. All rights reserved. Microsoft is a registered trademark and Age of Empires is a trademark of Microsoft Corporation. 




V f. 



i 




JOHNNY WILSON 


Charge of the 
Online Brigade 




There Are Many Ways to Pay for Play 


I have always been 
skeptical of the 
idea that a solid 
online-gaming 
business could be 
built around flat- 
rate pricing. Even 
AOL just threw in 
the towel and established a $2-per- 
hour fee for certain games. I know 
TEN believes that there is still a 
business there, but I also know that 
it’s working on some pretty creative 
ways to bring in more subscribers 
and encourage gamers to pay to 
play. Mpath gave up on the flat-rate 
model. Now, it’s trying the advertis- 
ing-subsidized model along with 
some premium subscription games. 
That’s not far from Microsoft’s 
tiered-pricing model for Internet 
Gaming Zone, where some games 
are free and some are at a premium. 

I also don’t think services and 
publishers can depend upon adver- 
tising as their primary revenue. 
Advertising agencies may be will- 
ing to take chances on the Web 
this year, but next year, they're 
going to be looking more at click- 
through than impressions. That 
bodes poorly for advertising that is 
placed within the game context or 
even in frames around a game. 

Even in something as simple as a 
trivia game, players aren’t going to 
want to click away from the game 
and onto an advertising page. They 
want to have as much time as pos- 
sible to answer the next question. 

Which pricing model will win? Will 
gamers want to pay to play? If there is 


one thing we know for certain about 
the online-gaming crowd, it’s that they 
don't like the meter running. Online- 
game services and companies who 


U Adver- 
tising agen- 
cies may be 
willing to 
take chances 
on the Web 
this year, but 
next year, 
they're going 
to be looking 
more at 
ciick-through 
than impres- 
sions. 77 


publish online games are going to 
have to figure out creative ways to gar- 
ner revenue. Here are a few of the 
alternate pricing structures that you 
are likely to see: 


SEASONAL 

Sports gamers can readily under- 
stand the idea of paying by the 


season. Fantasy sports 
owners have paid by the 
season for years, so it's 
a natural for online sports leagues. 
In the same way, imagine a war- 
gamer signing on and paying by 
the campaign or a fantasy role-play- 
er signing up for a hunting license 
that is good for a one- or two-week 
dragon season. Of course, some 
games will simply enable you to 
pay by the day or month, as well. 
Since you know how much you’ll 
pay before you sign up, you don’t 
have to worry about the meter. 



TOURNAMENTS 

Would you pay extra to play in a 
tournament in which you could 
earn money or prizes? Some ser- 
vices are betting that you would. 
Nolan Bushnell’s PlayNet is plan- 
ning to pay real money and award 
prizes to gamers who win in their 
weekly or monthly tournaments. 
Other services are considering the 
same structure if gambling laws 
don’t prohibit it. 


This would also work when pack- 
aged games are sold through retail 
channels and game publishers 
want to publish the cyber- 
equivalent of add-on disks. The 
major difference is that these add- 
ons (or, to use the marketing term, 
razor blades) wouldn’t incur the 
costs of marketing them at retail. 


TRANSACTIONAL 

Some games are ideal for limit- 
ed expansion. Gamers could learn 
the mechanics of a system 
absolutely free and play free as 
long as they stay in the newbie 
area or the novice arena. Once they 
wanted to feel their oats, however, 
they would download (for a charge) 
the terrain for the next military 
campaign, flight mission, puzzle- 
filled adventuring environment, golf 
course, racetrack, or RPG quest. 


MICROTRANSACTIONAL 

This alternative is really theoreti- 
cal, but interesting. Publishers 
always want to put additional 
weapons, vehicles, powers, maps, 
and objects into their games, but 
often run out of time, CD space, or 
financial resources to include 
them. If Digicash or E-cash were a 
reality, gamers might be willing to 
pay $2 for a hot classic car for 
Legends of Grand Prix, pony up 
$1 for that special halberd for their 
fantasy game, or pay $1.50 to get 
a spiffy custom uniform for their 
Agents of Justice superhero. 
Custom publishing for microtrans- 
actions might not only provide an 
additional revenue stream for 
products, but also give legs to 
existing products. 

The next 18 months will offer 
plenty of experimentation in pricing 
models for online gaming. I'll 
wager that you’ll see all of these 
and more. I’ll also wager that the 
winner will use a combination of 
methods to match the pricing 
scheme to the game. % 


SEPTEMBER 1997 


JtL 



'*'*»*» 



__ _ ENOUGH TO KNOW IT, 

e KILLING s0ME0NE to ° 


m 

I V A L V E | SIERRA 


KIL 

. Artificial intelligence has given him a good head on 

HIS SHOULDERS. AND HE'D LIKE TO TEAR THE ONE OFF YOURS. 

Welcome to Half-Life, where enemies are so smart they 

DON'T JUST CHASE YOU. THEY HUNT y 
YOU. ALONE OR IN PACKS. SORRY. 

NO MORE SUICIDE SQUADS. THESE 
MONSTERS DON'T WANT TO DIE. 

Smooth skeletal animation , 

16-BIT COLOR. AND THE MOST 
ADVANCED GAMING ENGINE MAKE 
THE HUNT FRIGHTENINGLY REAL. 

Add a 3-D card and it’s 
killer. Half-Life has added 
another level to the food 
chain. Are you smart enough 


HAL F - L I F E 

TO AVOID BECOMING LUNCH? 

Find out for yourself at 

www.sicrra.com/half-lifc 


CIRCLE READER SERVICE 156 




LETTERS 


r 


LETTER OF THE MONTH 


► 

KILLER MAGAZINE 

I like your mag a lot, otherwise I wouldn’t 
be writing, but there are some 
things . . .well . . . there are things .... 

1 . Quake Killers: Every even semi-hip 
gamer knows that is bull; the only reason to 
use that title in your June issue is because you 
know that the name- QUAKE attracts atten- 
tion. Not even Quake II will kill Quake. Its 
the original. I’m gonna play every new 3D 
game that comes down the pike, but you can 
betyour ass I’m gonna go back to good old 
E1M1 every' once in a while for a trip down 
memory lane. 

a By the way, despite the title, I found 
that article (or group of articles, depending 
on how you look at) to be one of the best 
I’ve seen in a long time. Also, 1 give you an 
A+ on the layout. 

2. Loyd Case’s tech column was a nice 
general overall article. I just want to point out 
some exceptions to the rule: 

a. Changing one thing at a time.... 
Recently, with my modem, I had to change 
both the settings for com2 and the settings 
for the modem before restarting. 


Changing only one would have just 
made more problems. 

b. 48 hours, bah humbug! It took me 3-4 
days to get the modem working exactly right. 
A corrupt passwords file, by the way, can be a 
serious pain. 

c. Note: writing error messages down is 
excellent. However, //possible, a screenshot is 
even better. Also, screenshots of current sys- 
tem settings that work will help if you happen 
to mess with tliem and want to put them 
back the way you had them. 

3. Quake as Pentium only?! Where do you 
get your info? I ran Quake for six months on 
a 486/33mhz with 8MB of RAM, and it really 
wasn’t all that bad. I first beat tlx: shareware 
version on my old 486 and I have to tell ya, 
Cthon rising out of that lava is even more 
breathtaking at a slightly slower speed (lie 
seems to drip Java). Well, that and the fact 
that it was 3 a.m.! 

4. QuakkRaily is not out yet, so the article 
mentioning it was a tad premature. And that 
“Yahoo! for Quake” that McGee said. Well, 
granted thats about the right term, however I 
believe that was used in conjunction with a 


little April Fools’ joke that Slipgate Central 
would be joining up with Yahoo! 

Okay, I’m done, now. 1 will now reaffimi 
that this is tlie best issue I’ve seen in a long 
lime and that I love your mag. I f that seems 
weird, consider this, I only point out tlx: flaws 
in things I like, if I didn't like the mag I would 
say to myself, “This sucks” and never waste my 
time writing this. I subscribe to tlx: idea that if 
its good, it’s worth constructive criticism to 
make it that much better. I hope I’ve helped. 

Isaac Damon 
from the Internet 

Great games can be surpassed. So, we tr}' 
to alert you to potential great game 
"Killers’’ on the horizon whenever we see 
some great games that may potentially sur- 
pass the hottest games of the present. As for 
machine recommendations, we’ve pointed 
out in the past that every gamer has a dif- 
ferent tolerance with regard to frame rate 
and game speed. To you, a slow Cthon was 
impressive. To others, it would be a slide 
show. We appreciate your criticism and 
decided to share it. 



L.A. STORY 

As 1 flipped through your magazine the other day 1 read with great 
excitement your“F.scape to LA.” preview. I was appalled to see that you 
did not say a word about I lEAVY Gear, which is to be released this summer 
(supposedly). I was further horrified when I looked at tlx: “Pipeline” section 
and it did not have a release date for MechWarrior 3. Come on, do you 
have something against robots? 

D. Wilson 
from the Internet 


\ 

..... -f 




FEEDING OUR MECH BIAS We not only like the traditional style 
of giant robot games, but we’re impressed with FASA's real-time 
strategy game, too. 


Since we had devoted several pages to HEAVY Gear ( our April ’97 
cover stoiy) in a recent issue, we opted to cover other Activision games 
in the " Escape to LA” stor) r . Also, because FASA Interactive hadn't set 
a date for the MECHWARRIOR 3 release when we went to press (it’s still 
not definite), we did not put it in the Pipeline. We estimate MW3’s 
release to be in the first quarter of next year, even though FASA's goal is 
to get it out before the end of ’97. 

A FISTFUL OF RATING 

Though 1 have been reading CCVFfor more than a few' years now, this 
is tlie first time I have felt compelled to write in response to an article that I 
have read. I have just finished reading Mark Clarkson’s review of OUTLAWS, 
and for the most part I agree with his assessment of the game’s strengths and 
weaknesses, but 1 feel lie overlooks some ver}'. subtle, but important points: 

Tire game has tlie most believable premise that I have yet to see in a first- 
person shooter. Its a nice change of pace from your demon/alien du jour. 

1 like the fact that you can’t run indefinitely. It’s still not realistic, con- 
sidering the 250 pounds of ammo/weapons you're carting around, but 
it’s a start. The way the game models gun drift and settling was a nice 
change also. If it wasn’t the first time it was modeled, it was the first time 
I have noticed this implemented. 

Though some may say that Duke 3D modeled reloading of a weapon, 

1 don’t ever remember ducking around a comer, heart thumping and 
sweating rivers as I pumped shells into the old Winchester or .45. 


ccw 


SEPTEMBER 1997 



BY THE TIME THIS EXHIBIT’S UNVEILED, 

YOUR SOUL MIGHT BE ONE OF THE ARTIFACTS. 


A mysterious, centuries-old Capricorn head has found a new home inside the famed Stevenson Museum. 

If you can’t solve the puzzles surrounding it, your soul may soon join the exhibit. 

. , §1 .. I 

Coming fall ‘97, Temujin™ is the world's first game powered by Video Reality'” technology. It’s a psychological thriller 
VIDEO REALITY l^ at immerse you in 360° of completely seamless, incredibly realistic, motion picture-quality gaming. 


For a free demo CD, visit us at www.southpeak.com. 






trademark# of SoulhPonk I 



CIRCLE READER SERVICE #297 





Also, 1 would like to add more empha- 
sis to the interesting level designs. 'Hie 
train was a bit simplistic, but it was one of 
the most entertaining settings 1 have ever 
shot my way through. 

Since this was a rehash of the Dark 
Forces engine, I didn’t expect tlx; graph- 
ics to be stupendous, but 1 have seen the 
3Dfx-enabled patch, and it lielps! On tlx; 
weapons not being easily distinguished 
from one another while lying on tlie 
ground, I have to agree. Yet, in the end, are 
you not going to pick it up, because you’re 
not sure if its tlx: rifle or tlx; shotgun? 

There is one last thing: When you turn 
up the difficulty, it doesn’t just increase 
the number of had guys, it models dam- 
age by having you die from just a bullet 
or two, rather than twenty. 'Ihis can 
make for some extended gun battles 
from storefronts and the like, where you 
use every piece of cover available io stay 
alive. I hope that more games start to 
model some of these finer details. 

Bob Coates 
SSI Webmaster 

You raised some good points, Bob. 

But our mail is mixed on this subject. 
Check out the following response. 

Your review of OUTLAWS in July rates 
the game too high (three stars). 1 have 
tried to play this game and it is very poor. 

1 play using a three-button mouse and 
followed the directions for setting the 
buttons, but the center button always 
defaults to the same function as the left 
mouse button. I have been on the Net to 
LucasArts, but they would give no help. It 
will be a long time before 1 buy another 
product made by this company. 

Keep up tlx; good reviews but please 
give more details of how tlie game being 
reviewed does not live up to expectations. 

Robert Glover 
from the Internet 

HEROES WITH WEB FEAT 

I'm writing about Sierra’s decision to 
add multiplayer support to Quest For 
Glory 5. In my opinion, this is an 
incredibly stupid thing to do. It seems 
that game designers have become so 


caught up in the multiplayer rage that 
they don’t realize some games just don’t 
need multiplayer features!!! Tlie QFG 
series is adventure, for God’s sake! What 
on earth could multiple players do for it? 

Now, let me tell you that 1 have been a 
huge fan of the series. QUEST FOR 
Glory 1 (originally Hero’s Quest) was 
the first computer game I ever played, 
and I have religiously picked up every 
new QFG game as they arrived in stores, 
but I’m thinking twice about this one. 

Sierra seems totally clueless about this 
whole thing too. Tliey arc mindlessly 
cramming multiplayer support in all of 
their games. If it doesn’t work, tliey find 
some other way to include the Internet in 
the game (SHIVERS 2). 

I have a message for all you game 
designers out there: Go ahead and add 
multiplayer support to some games. 
Action, strategy, sports, and even role 
playing. But think twice before adding it 
to games that require multiple sittings, 
puzzles, character interaction, or a story- 
line that’s actually part of the game. 

Think of Discworld, The Beast 
WITHIN, or ToonstrucK with multi- 
player support. It just doesn’t work! 

Erik Wahlstrom 
from the Internet 

Assuming that an adventure game is, 
by definition, merely a story gated by 
puzzles, you arc correct. Multiplayer fea- 
tures won’t add anything. If, however, 
part of the heart and soul of an adven- 
ture game is conversation, QFG 5’s mul- 
tiplayer additions may give extra depth to 
the universe. We’ll be watching to see 
how it works and salute Sierra for being 
willing to take risks, but we thought your 
perspective was interesting and would 
resonate with a lot of our readers. 

ViRGE OF HORROR 

I really don’t kmw what to expect from 
the new wave of 3D games, accelerator 
cards, and the like. One thing that makes 
me question such a thing is tlie fact that 
the 3D graphics on MDK. . .well . . .suck. 

Is it just that tlx; game doesn’t use Direct- 
3D too well, or is it my graphics card (S3 
ViRGE/WCwith 4MB)? 1 know, I know 




PUBLISHER 

Dale Strang 


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CGW 


SEPTEMBER 1997 



Granny noticed 

.that things were getting, well, a little 
strange. Even her loyal sausage 
i could tell that something was wrong. 

I When she found out her family had 
' , been swallowed into space by the 
Mad Rabbit, she decided that enough 
Mwas enough. No more games: it was 
Etime to kick some lupine butt. And 
iso this delirious but determined lady 
set out on the adventure of a lifetime. 


• Visit five planets and fourteen worlds in a 
huge, hilarious graphic adventure that spans 5 CDs. 

™ • Solve scads of ingenious puzzles, each with its own 
illogical logic. Order leads to chaos, sense turns to nonsense, 
credible becomes... well, you get the drift. 

• Meet dozens of curious characters. Wander the reaches of 
inner space. Defy the laws of time and space. Go shopping 
with aliens. And be back in time for tea. 


Tel: (315) 393 6633 Fax: (315) 393 1525 
E-mail: webmaster@sir-tech.com www.sir-tech.com 


CIRCLE READER SERVICE *126 



LETTERS 




CON-ViRGE-ANCE The transparency test failed (red zones) and anti-aliasing 
(jaggies on the doorway) didn't work well on MDK with the ViRGE card. 


tlie card Isn’t great but, still, the graphics 
were terrible. Hie enemies were way too 
pixelized, and it made my Pentium Pro 
200MITz run like a Pentium 90, at least 
according to tlie performance test. 
Without Direct3D my machine had tlie 
109 mark under performance compared 
to tlie 100 that it said a P-Pra 200MHz 
would run like. Is it my card? Though it 
probably is, I just bought this machine in 
February with tlie card preinstalled. Does 
this mean the true 3D cards haven’t 
come out yet? Too many questions and 
not enough answers. I have been using 
computers for only about two years now 
and am not that technically proficient. So 
when you start busting out with PCIs, 
ports, and ISAs, I’m lost. I try and read 
other magazines that focus more on the 
hardware part of tlie computer to see 
what they say about 3D cards. So, when 
they have tlie Best Products of 1996 
stamped all over their covers, and I look 
for the best 3D card, they say something 
like this: This is most definitely the best 
2D/3D card out tliere for now. For now? 
What the hell does that mean?! What tlie 
hell are we waiting for?! 

Just responding to this could clear up a 
few things for me. By the way, Junes 
demos were tlie best set of demos you've 
put out so far. Keep up tlie great work. 

Paul Karczcwski 
from the Internet 


It’s a breath mint and a candy mint! 
What you’re seeing is a combination of 
factors. We tested MDK in D3D with 
both a Sdfx-bascd card and an S3 
ViRGE GXcard. With both cards, we 
noticed that the textures were chunkier 
than we like. Chalk that up to the soft- 
ware engine. However ; the ViRGE 
failed at the transparency test and didn 't 
support anti-aliasing. So, the MDK 
experience with the ViRGE had lots of 
big ugly places where one dominant 
color would replace a cool transparency 
effect; it also had some jagged edges you 
wouldn't expect with 3D-card support. 
Since the D3D drivers w orked fine on 
the 3d lx card, we presume that the prob- 
lem is with the way the card works with 
D3D, not with D3D itself. 


t l l' M 

r 

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ccw 


SEPTEMBER 1997 



elcome to the blood 


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encounter hideous creatures 
attacking from all angles 
rendered in skull-crushing 3D. 

Add in 54,000 different 
playing combinations and you 
could play this game 

Jgtafr r 

f ore ver. Assuming 
you don’t die first. 


SOUTHPEAK' 

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Call 1-800-771-3772 for Game Rating 
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READER SERVICE #295 


WWW. SO 

CIRCLE 


mm 

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' .A 






]&-■ a-! 













READ.ME 


Edited by Charlotte Panther (CPanther@zd.com) 


Dennis the Menace 

Hopper Unravels the Mystery of the Black Dahlia in Take 2's New Adventure 



D ennis Hopper is a Hollywood legend. He boasts a film career that spans over four decades 
and he has captured and maintained the interest of each new generation. Hopper has starred 
in movies that not only proved significant in their own day, but later achieved recognition as 
cult classics. In the fifties it was Rebel Without a Cause-, in the sixties, Easy Rider, in the sev- 
enties, Apocalypse Now, and in the eighties, Blue Velvet. 



This decade, Hopper is truly ubiquitous. 

We’ve seen him in blockbuster hits 
[Speed), lackluster hits [WaterWorld), and 
Gen-X cult flicks ( True Romance). We’ve 
even switched on our television sets to be 
greeted by his menacing stare as he 
enticed us to buy Nikes. Most surprising, 
though, was Hopper’s decision to venture 
into the medium of computer gaming. 

Black Dahlia, his second CD-ROM project 
with game developer Take 2 Interactive, is 
due to ship next month. 

Some may recall Hopper's first foray into 
the medium: He did a voice-over in Take 2's 
less-than-stellar Hell: A Cyberpunk Thriller, which received a 
one-star review from CGW in 1995. Why would an actor of 
Hopper’s caliber commit to another PC game after the first 
project was considered (at least critically) a disappointment? 

Hopper is very honest about his involvement with 
Take 2. He took on the first project, Hell, at the request 


of CEO Ryan Brant, who is the son of one of Hopper’s 
good friends, Peter Brant. 

"I got involved [through] the family and I did the 
first CD-ROM, which I enjoyed,” Hopper explains. He 
also stands to gain from Take 2’s success: “I have 
stock in the company, which makes me more interested. 


Short takes on games and hardware released just prior to press time. 



MEAT PUPPET 
Meat Puppet’s three-quar- 
ters, isometric view and ram- 
pant gunplay may remind gamers of the Crusader 
series of games, but Meat Puppet is its own twisted, 
highly enjoyable animal. As Lotos Abstraction, reluc- 
tant assas- 
sin, you’ll 
shoot, gas, 
and explode 
your way 
through a 
highly 

detailed land- 


scape of rotting urban blight. Meat Puppet's wicked 
sense of humor, exemplified by truly warped monsters 
and a day-care center from Hell, sets it far apart from 
the pack. Remarkably fluid animation (at even the 
highest resolutions) keeps the action rolling as Lotos 
mows down scores of bad guys en route to cutting her 
puppet strings .— Robert Coffey 
Playmates Interactive, (714) 428-2000 
Win 95 CD-ROM 
Reader Service 4: 301 

STAR WARPED ' 

Star Warped, the second paro- 
dy title from the wacky folks at 




ccw 


SEPTEMBER 1997 



READ.ME 



It's doing very well. ..so I'm a happy 
camper," he adds with a smile. 

Hopper admits that working on CD-ROMs 
on a regular basis is not worth his while, and 
he wouldn’t do it for any- 
one other than 
Ryan Brant. If 
you’re won- 
dering, then, 
how Take 2 
managed to 
snag . . , 

Victoria's Secret 15 3 "US guy. 
model Stephanie 
Seymour for Hell, it’s 

because Ryan’s father, Peter, just happens to 
be married to her. 


"I've played some 
nice guys—Frank 
Booth in Blue Velvet 


While the financial reward 
may be less substantial, 
Hopper claims that, for him, 
the process of making a CD- 
ROM is actually no different 
from making a movie. “[In] 
the first one I was merely a 
voice, and [my character] was 
animated. And in this one, I’m 
on camera, but the blue 
screen process is the same 
I’ve been using since I 
was 18 years old.” 

Hopper plays a fairly small, but signifi- 
cant, part in Black Dahlia. As an agent for 
the CIO (the precursor to the CIA), he finds 
himself kicked off the case he’s been 
working on, deemed unstable, and 
placed in a government-controlled sani- 
tarium. Yes, it’s another psycho role, 
but this time he’s on our side. 

After years of being cast as the 
menacing nut-case, does Hopper 
long to play the good guy? “Well, 

I’ve played some nice guys— 

Frank Booth in Blue Velvet is 
a nice guy,” he jokes, 
referring to his role as the j| 
sadistic gangster in 1 
David Lynch’s disturbing | 

movie. “I’ve played different 
kinds of roles, but I’m known 
for my heavies. I’ve made my liv- 
ing playing those kind of heavies. I 




The Black Dahlia 


Take 2’s upcoming mystery adventure game, Black 
Dahlia, was inspired by the unsolved murder of 
aspiring actress Elizabeth Short, nicknamed the 
® Black Dahlia by a newspaper reporter who covered 
B her case in the ’40s. Short’s death was thought to be 
ff connected to the brutal murders of a vicious serial- 
Jjp killer known as the Cleveland Torso Murderer, who was 
& never apprehended. 

Take 2 has also intertwined another historical element 
'jgp into this fascinating plot: the rise of Fascism in Europe. 
Some suspected that the Nazi victory was the result of 
^ supernatural assistance, since many of the Fuhrer’s inner 
^ circle were fascinated with mysticism, astrology, pagan 
^ Germanic ritual, and Norse myth. 

Black Dahlia combines each of these elements to form an 
“occult mystery,” in which you play a rookie detective. Your 
investigation of a pro-German subversive group turns into a man- 
hunt for the notorious Torso Killer. Sucked into the nightmarish 
, world of the supernatural, you must catch the killer before he com- 
pletes a bloody occult ritual. 

The game is set in the ’40s, and combines FMV with gorgeously 
rendered backgrounds that can be fully explored. It wonderfully recre- 
^ ates the feel of the era with authentic costumes, furnishings, and 
k decor. While this proved somewhat restrictive for artists who had 
worked on earlier Take 2 projects (where they had been allowed to let 
their creative juices flow freely in designing futuristic settings without 
, limits), the final result of the Black Dahlia design is stunning. 

Although we’ve yet to see the most important ingredient— actual 


A 


enjoy it.” —Charlotte Panther 


gameplay— Take 2 promises that the puzzles in Black Dahlia will be 
plot-based. Add that to the intriguing storyline and sumptuous 
graphics, and the company should have a recipe for success. 




Parroty Interactive, actually 
mixes some gameplay with 
the humor. (Then again, 
some might argue that 
Pyst had at least as much 
gameplay as Myst....)You 
explore a basement 
belonging to two dorky 
brothers from Modesto 
who’ve collected so much Star Wars paraphernalia 
that, in comparison, even those of us with full- 
blown flight-sim cockpits feel pretty cool. 

Along the way you’ll watch hidden video from 
Skywalker Ranch, read rejected scripts (the Pulp 
Fiction meets Star Wars scripts alone are well worth 
the program’s under-$20 price tag), mix the genes 


of your favorite characters, and play 
the U Don't No Jedi trivia game. 
There's also a 3D Asteroids game; X- 
Schwing, a fighting game; Flawed 
Fighters; and Death Star Destructo, an 
amusingly simple shooter. Sure to be 
everyone’s favorite? Whack the Ewok, 
of course. But buy it for the humor, not 
the gameplay -Denny Atkin 
Parroty Interactive, (800) 910-2696 
Win 95/Mac CD-ROM 
Reader Service If: 302 


'98 


iH 


It should 
be no sur- 
prise to fans 
of the Front 
Page Sports 
series that 
FPS: Base- 
ball Pro '98 
has the most 
robust league management module of any comput- 
er baseball game. You can conduct custom drafts; 
assign players to work on individual facets of their 
games; run career leagues where players improve 
and diminish over the simulated years; and choose 
from managing only to playing part of the game to 
playing all aspects of the game. It should also be 



SEPTEMBER 1997 CCW 





TAKE THE GALAXY BY FORCE. 


Conquer the galaxy through military action, diplomacy or covert operations. 
With Star Wars Rebellion, those are just a few of the ways to implement strategy 
and tactics on a grand scale - with control of the Star Wars galaxy as the prize. 



Command the Rebel Alliance or the Galactic Empire. Engage in spectacular battles. 
Earn the. loyalty (or resentment) of some 200 planets. Play in reaR|IMfeSj|isingle play 
mode or two player mode over a network, the Internet or dire®BfflBct. Is the 
Forcewfth you? Discover for yourself. 




Bicam 




x ' ■ " 



“maCHuEaatB 

eSSE ia*ia 




I j 7 


TO CONTROL A WORLD-TO COMMAND A GALAXY 


For Windows 95 CD-ROM 
w~w w . lucasarts.com 


© TM 8 © 1997 Lucaslilm. Lid. All rights reserved. Used under authorization. 


CIRCLE READER SERVICE #123 





THIS JUST IN 


READ.HE 


AOomtr'sFaitisy 


im 


y> t 


Will the Greatest Console 
Role-Playing Series Win Over PC Owners? 


Final Fantasy ranks as one of the most suc- 
cessful franchises in all of electronic entertain- 
ment. Squaresoft, the creator of the series, is 
legendary in its native Japan, and its premier 
Final Fantasy RPG line has sold Super 
Nintendos and now PlayStations. Seven role- 
playing games have been created under this 
franchise, three of which have been ported to 
the United States. In total, the series has sold 


With at least live games currently in development 
using the Quake engine, there’s no denying the 
impact that Quake has had on gamers and on gam- 
ing. We're the first to admit that we’ve spent many a 
lost weekend indulging in the sheer pleasure of one 
brutal frag-fest after another. But is there such a 
thing as going too far? Our latest discovery proves 
that people will use the Quake engine for anything. 



more copies than the f 

Civilization and Doom franchis- I 

es combined. j 

The Final Fantasy games I 
are epic role-playing games 

offering scores of hours of I 

gameplay over hundreds of 

locations and worlds with sometimes dozens 

of playable characters per game— and that’s 


Quake Fishing, an unofficial patch currently in 
the works for Quake, allows gamers to play the 
game as fishermen. In single-player mode, you 
can wade through freshwater lakes in search of 
trout, or track down barracudas in tropical 
climes. In multiplayer mode, you can choose to 
be fisherman or fish, and DeathMatches will 
include underwater combat with scuba gear and 
spear guns, and even a battle with a great white 
shark. For more information, swim on over to 
http://home.att.net/ ~ losblanco/ 
qfishing/qfishing.html.-C/?ar/o//e/^/7//?er 



/ 


just on a 16-bit SNES cartridge, the medium 
of the first six Final Fantasy titles. These 
games break new ground not because of their 
near endless gameplay, but because of their 
unparalleled storytelling and drama. PC owners 
may be skeptical, but we’ll soon have a 
chance to sample Squaresoft’s finest. Final 
Fantasy VII, which centers on the world- 
spanning conflict between a corrupt govern- 
ment and a resistance movement, is the latest 
in the series— and it’s set to arrive in the U.S. 
this September, for the PlayStation. As the first 
Final Fantasy game to use CDs, it could be the 
grandest of them all. Computer gamers will 
finally be able to see what all the furor is 
about when FFVII gets ported to Windows 95 
sometime in early '98. It will be an exact port 
of the U.S. PlayStation version. We’ll reveal 
more about Final Fantasy VII in our role-playing 
forecast next month .— Elliott Chin 


no surprise that the menu-driven system is one 
of the most arcane and non-intuitive league 
management modules I’ve seen. The good news 
is that it’s much faster to run through a season 
in fast mode than it was in last year's product. 

-Johnny Wilson 

Sierra On-Line ; 

(800) 757-7707 

PC CD-ROM 

Reader Sen/ice ft: 303 

VERSAILLES 
1685 

Versailles 1685 casts 
you as a valet charged with foil- 
ing a madman’s plot to destroy 



the palace of Louis XIV. Painstakingly 
researched and developed with the landmark’s 
curators, Versailles uses lush graphics, a 
smooth 3D-engine, and beautiful baroque 
music to re-create the splendor of the palace. 
It’s too bad that such a well-intentioned prod- 
uct employs only the most 
hackneyed, uninvolving 
adventure game conventions 
and simple, inventory-based 
puzzles that are unlikely to 
challenge even casual 
gamers. A wealth of online 
historical documentation and 
an option to tour the palace 
make Versailles 1685 a nifty 


history lesson but an afterthought of a 
yam.-Robert Coffey 
Cryo Interactive Entertainment, 

(888) 557-2796 

PC/Mac CD-ROM 

Reader Service H: 304 


£1 


CARMAGEDDON 
In Europe, Carmageddon’s free- 
form, kill-the-pedestrians splatter- 
fest is already making censors see red. But if 
you look beyond the game's unapologetically 
grotesque premise-the winner leaves the 
longest trail of entrails— you’ll find 36 wicked 
stunt tracks (when was the last time you did a 
loop-de-loop in a driving game?); a strong 







PLAYING LATELY 



In the works 


I f you think there are no original concepts in computer role-playing, 
you may want to check out Princess Maker 2. In PM2, you play the 
role of a medieval Japanese hero who is trying to raise a heroic 
daughter. You manage her schedule to determine her skill-set in an 
extended phase of character generation. Then, when you think she’s 
strong enough, you take her on adventures in a world reminiscent of the 
console role-playing games. 

The graphics and sound aren't enhanced from the suc- 
cessful Japanese console games and prove to be rather monotonous, 
but the fascinating part of the game is that you are balancing resources 
and attributes very differ- 
ently from the typical dun- 
geon crawl. Do you send 
your daughter off to school 
to study Theology or 
Martial Arts? Does she 
enter the Harvest Festival 
bake-off, the martial arts 
tourney, or the dance con- 
test? What personage 
should she try to impress 
when she visits the palace? 
The dialogue and narration 
are somewhat repetitive, but the style of gameplay is different from any- 
j thing I've ever played. The graphics contain some anachronisms, which 
I may disrupt some gamers’ suspended disbelief. Also, since PM2 is set 
in another culture and another time, some of its obvious sexist assump- 
tions didn’t offend me as much as they would have if the game had 
been set in the modern period. However, being male, I may have a high- 
If threshold of acceptance than a female gamer Still, if Ignite brings 
P this game into distribution at a reasonable price, it’s worth looking at 
just for its fresh subject matter. -Johnny Wilson 




CGW Survey ‘ 

Last 

Months on 


Month 

Chart 

l. Diablo (Blizzard) 

1 

5 

2. Civilization II (MicroProse) 

6 

16 

3. Duke Nukem 3D (3D Realms) 

4 

17 

4. Red Alert (Westwood/Virgin) 

2 

6 

5. Quake (id Software) 

5 

9 

6. Heroes II (New World Computing) 

3 

6 

7. X-Wing vs. TIE Fighter (LucasAfts) 


1 

8. WarCraft II (Blizzard) 

9 

19 

9. Daggerfall (Bethesda) 

9 

8 

10. Magic: The Gathering (MicroProse) 


1 

10. Tomb Raider (EidOS) 

7 

4 

1 ' Check your mailbox: We mail a survey to 1500 randomly-chosen subscribers each 

I month. The results o! Playing Lately indicate what games readers are timing the most 

■ time on, as opposed to the readers overall "quality ranking' in the Top 100. 


I PC Data Best-Sellers 

1. X-Wing vs. TIE Fighter (LucasArts) 

4 


2. Diablo (Blizzard) 

1 


3. Myst (Broderbund) 

3 


4. Red Alert (Westwood/Virgin) 

2 


5. Need For Speed II (Electronic Arts) 



6. Microsoft Flight Sim (Microsoft) 

6 


7. Redneck Rampage (Interplay) 



8. C&C: Counterstrike (WestwoodA/irgin) 

5 


9. mdk (Playmates Interactive) 



10. NASCAR II (Sierra On-Line) 



I * * This list indicates which PC games were the top-sellers, as calculated by PC Data, 

1 during May, 1997. 



physics 
model; spec- 
tacular acci- 
dents; clever 


power-ups 
and awards 
for stylishly 
committed 

mayhem; an instant-replay mode that draws out 
the comedy in this graphic gore-fest; and brawny, 
wide-open environments. It’s Death Race 2000 
with a save-game function and the (regrettably) 
odd bug. And it’s killer. -Peter Olafson 
Interplay Productions, (800) INTERPLA 
Win 95/DOS CD-ROM 
Reader Service H: 305 




SOLDIER BOYZ 

This just might be the game 
that drives a stake into the heart 
of FMV. Soldier Boyz, which is basically a shoot- 
ing gallery on video, features actors emoting in a 
ludicrously overwrought, scenery-chewing style 
generally reserved for community college produc- 
tions of Twelve Angry Men. Limp gameplay is 
hampered by controls that redefine sluggish and 
unresponsive. Adding to the lameness, this all- 
video albatross seems to have been shot through 
a scuba mask smeared with Vaseline, resulting in 
blurry, Mr. Magoo-like visuals, where enemies are 
indistinguishable from trees and airplanes. Such 
sloppy, thoughtless design dooms you to con- 
stant reloading of saved games -Robert Coffey 



DreamCatcher Interactive, (888) 611-9999 

Win 95/DOS 5.0 CD-ROM 

Reader Sen/ice H: 306 


CAPITALISM PLUS 

Interactive Magic may have had 
trouble putting out a good strategy game lately, 




SEPTEMBER 199 / 


CGW 







The Carmageddoim XV5. 


“Impact Car of 
the Year. ” 

Car & Pedestrian Magazine 

“Best road-kill 
compacter in 
its class. ” 

J.D. Cower & Associates 

“It slices, it dices, 
it wipes clean in 

a m-” 

Consumer. Contorts 


.True. 3Q,. 36.0 s 

GRAPHICS ENGINE 
FEATURES USER- 
DEFINABLE CAMERA 
ANGLES, INSTANT 
REPLAY AND SVGA 
OPTIONS 

25 D I FFER ENT 
VEHICLES, EACH 
FEATURING ACCURATE 
DRIVING PHYSICS AND 



Shown with optional hood ornament. 


REAUSTIC COLLISION 
DAMAGE 

36 RACE TRACKS 
AND 5 DIFFERENT RACE 
ENVIRONMENTS FEATURE 
COMPLETE FREEDOM OF 
MOVEMENT 


Network play 
INCLUDES 7 MODES 
AND 3 UNIQUE TRACKS 




Some race for glory. Some for money. Then there are 
those who drive for the sheer ecstasy of crunching bones 
against their bumper. 

Introducing Carmageddon. 

The racing game that 
the men from the grease 
spots on the road. 

Drive whatever you want, 
wherever you want, over 
whoever you want. You make 
the rules. 


ARRIVING 
JULY 1997! 

Available on PC CD-ROM 

Test drive the demo at www.interplay.com 


Stomach-churning realism . . 


520 HORSES UNDER THE HOOD. 
EVEN MORE PEDESTRIANS ON TOP. 



CARMKGED90N 


tm High-tensile-strength steel 

BODY PANELS PROVIDE THE 
DURABILITY YOU NEED, 
IMPACT AFTER IMPACT. 




The racing game for the chemically imbalanced. 


©1997 and trademark SCi. All rights reserved. Interplay is the trademark ot Intorplay Productions. All rights reserved. Exclusively published 
and distributed by Interplay Productions. All other copyrights and trademarks are the properly ol their respective owners. 
CIRCLE READER SERVICE #067 



NI ISflC SIHl 




3D Iron Works 


A 3D scene rendered with Oak Technology’s 
Warp 5 chip. 


n this edition of the Works, we've got early data on 
NVIDIA'S Riva 128 board, as well as early specs on new 
parts from Trident, Chromatic Research, and Oak. 

We put an NVIDIA Riva 128 reference board with beta 4 
drivers through some initial tests, comparing it to Diamond’s 
Monster 3D (which uses 3Dfx’s Voodoo chipset) and 
VideoLogic’s Grafix Star 600 (which uses Tseng Labs’ ET- 
6000 chip), running on a Gateway Pentium 166 (no MMX) 
with 16MB of RAM. In Quake’s TimeDemo tests at 320x200 
and 640x480, the Riva 128 goes neck and neck with the ET- 
6000 board, an impressive feat. On the 3D side, Riva 128's 
3D WinBench score is only two-yes, two-WinMarks behind 
the score posted by the Monster 3D. Given that the Riva’s 
drivers are beta-again, 
an impressive feat. STB 
will most likely be ship- 
ping a Rival 28-based 
board as you’re reading 
this, and we’ve heard that 
another large boardmaker 
is also working on a Riva 
128 board. STB's board, 
the Lightspeed 128/3D, 
will hit the street at $199 
with 4MB of SGRAM. 

Trident, which was 
among several 2D chip- 
makers to team up with 
3Dfx and its Voodoo Rush 


part, has announced details on the 3D Image 985DVD, a 
full-featured 2D/3D part that will support the 2X AGP inter- 
face. Like several second-generation designs, the 985DVD 
sports an on-chip setup engine, and supports subpixel 
positioning for more accurate rendering. Although no 
boardmakers have announced products using the 985DVD, 
Trident has announced demo ports of Eidos’ Tomb Raider, 
Terracide, and Apache. 

Chromatic Research is working on its Mpact 2 media 
processor, the successor to the first-generation 
Mpact/3000 chip. Chromatic’s Mpact does have some 3D- 
acceleration functionality, but the chip's design emphasis 
is to be a media processor first and a 3D accelerator sec- 
ond. The second-generation Mpact 2, which uses Rambus 
memory technology, adds circuitry to bring Mpact 2’s fea- 
ture-complete 3D acceleration abilities more on par with 
the competition. Mpact 2-based boards will most likely be 
shipping later this year. 

Oak Technology showed its Warp 5 chip at E3, and this 
could be a very interesting 2D/3D part. As is the case with 
VideoLogic/NEC’s PowerVR, Warp 5 has a chunk-based 3D 
rendering engine, and supports on-the-fly z-buffering, but 
Warp 5 also supports on-the-fly trilinear filtering. The initial 
demo looks very impressive, but Warp 5 will only initially 
interface with the PCI bus, with an AGP version to follow. 

Last, but by no means least, Intergraph has announced 
a 3Dfx Voodoo Rush-based board called the Intense 3D 
Voodoo, which should be shipping soon after you read 
this.— Daira Salvator 


but they know a win- 
ner when they see 
one. Capitalism was 
the best business 
game ever made, and 
this latest installment 
can only make arm- 
chair market analysts 
happier. While C+ 
doesn’t offer enough to be a full-fledged sequel, 
it is certainly a power upgrade (1-Magic is offer- 
ing a $20 rebate to Capitalism owners) and 
brings the new options, graphics, and markets 
that make a big game bigger...and better. 

Despite the excellent tutorial, this game still isn’t 
for those with only a casual interest in the busi- 



ness world. Only hard-core Cyber-Magnates 
need apply. -Martin £ Cirulis 
Interactive Magic, (800) 789-1534 

PC CD-ROM 

Reader Service if: 307 


GOOCH GRUNDY'S 
GOOFY X-DECATHLON 


Do you find the humor of the 
Police Academy movies a little 
highbrow? Then Gooch Grundy’s 
Goofy X-Decathlon may suit you just fine. 
Attempting to be a wacky sports game, it seems 
closer to ten early-'80s-style arcade games with 
snappy graphics, all sold in one package. Events 
include variations of running games, jumping 


games, and maze games. Compounding the poor 
gameplay is lame humor. The jokes just don’t 
have enough action to be slapstick and not 
enough ideas to be conceptual. The only “goofy’’ 
component of the X-Decathlon will be the folks 
uninformed enough to buy it -Matthew Schaefer 
Microforum, (800) 465-CDCD 
PC CD-ROM 
Reader Seivice H: 308 




SEPTEMBER 1997 


CGW 





If you can see it, you can 
be it -when you’re an ATI 

XPERT&Play™ 

• Unequaled 3D features and powerful 
acceleration for immersive 3D that 
blows away game consoles 
• High performance 3D, 2D, MPEG-2/ 
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setup engine texture cache, 
edge anti-aliasing, texture with 
decompression and more: 

-1.2 million triangles/second 
-75 million textured pixels/second 

• Optimized for MMX processors 
for full screen, full motion 
MPEG-2playback 

• Balanced performance for the 
best in Direct 3D, DirectDraw 

, and DOS gaming 
- • • Up to 8MB of high performance 
■. ^.SGRAM for 1280x1024 fully 
1 ^ textured 3D resolution 
XPERT@Play supports the 
award-winning ATI-TV add on 
j ay card,- the best TV tuner and 
BP? Videp capture card Vk; 

\ /Includes FORMULA lan® 

\ Terracice - FREE ffl 
V C-heck cu: www.atitech.ffl 
\\?pr call (905) 882-2600 ffl 


FEATURE 


Creative 3D Blaster Diamond Monster 3D 
(VetitelOOO) (5Dfx) 


Ready lot DVD Playback 


True Colour Video in any Hode < 




S' Copyright 1997, ATI Technologies IncS^TI. XPERT? Play, ATI-TV, and 30 RAGE PRO are trademarks and/or registered trademarks of ATI Technologies Inc. 

AH other company and/or product names are trademarks and/or registered trademarks ol their respective manufacturers, features, performance, and 
specifications may vary by operating environment and are subject to change without notice. Products may not be as exactly shown. ' 3D WinBench 97. 
on a Pll 266 Mhz. 512K cache. 32MB SDRAM, PCI bus at 640x480xl6bpp?75Hz. 1 Screen shot examples from FORMULA 1. FORMULA 1 is the creation of 
PSYGNOSIS. Terracide is a registered trademark of Erdos Interactive. CIRCLE READER SERVICE $106 




Ik M 
^ilnad luUHUuiiiy ii 


lauiiiy ilavja 


“iutstahdinnliia iiiM pj 
should rush Hs itreil 
rentnnlE-siUers»^ 
the checkered flap^j 
—Computer Gaining Wnrl 


X n Bine tn deliver stunning 
graphics, but there are also 
mere Options, tracks and g 
tweakable features than 
must racing games cnuld 1 
ever hope tn deliver.” 


Wp 

| m 

m » m 

■Hi 1 JR 

m 


mm 

m : LL 








Pursue your passion! 



Road Pilot... 
Wheel Jockey... 
Speed Demon... 

You defy all descriptions. 

As a sports prototype racer, you’re a study in extremes: 
part engineer, part daredeuil. 

You alone command the reins of auto racing’s 
new thoroughbred prototype —The XCar. 

Forged in a high-tech machine lab, the XCar experimental 
prototype is the pinnacle of automotive racing science. 

“Drivers, start your engines...” 

The words ring in your ears like a childhood dare. 
Crauing speed, you gun the engine. 

Punching the accelerator, you launch down 
the track like a bat out of hell. 

Exploding from the pack, you muse, 

‘Speed Demon’ isn’t so bad after all... 


Race one of 16 prototype 
XCars. The latest experi- 
mental racing vehicles! 


Includes Network and 
Modem support for 
multi-player racing 


The first true hard core racing 
simulation with an arcade mode for 
those who just want to experience 
the pure fun of racing FAST! 


Experience brilliant high res (SVGA) 
graphics at sustained frame rates. 

X Car is the most beautiful and fastest 
racing game on the market! 


Test drive your prototype and customize 

every aspect of your car’s performance 

using cutting-edge racing technology. 


Includes a library of real racing circuits and 

fantasy tracks. You can race Lime Rock, the 

streets of Seattle or around Mayan temples! 


1370 Piccard Drive, Suite 120 
Rockville, MD 20850-4304 
BBS: 301 990-7552 • Fax: 301 926-8010 
Website: http://www.bethsoft.com 
CIRCLE READER SERVICE #372 






Tom Clancy's New Company Wants To Bring Multiplayer Gaming to the Masses 





‘KfiAK#5?rA | 

9 ?' 


.□laaiBB: 


ccording to an author 
Mu acquaintance of 
M ■ mine, “Everyone 
MM thinks that techno- 
MKM thrillers comprise a 
Mi H hot genre, but that 
really isn’t the case. Tom Clancy is 
a hot genre pretty much by himself/ 
If he stopped writing, most of the 
rest of those novels would go the 
way of the dinosaurs.” One could 
say the same about the techno- 
thriller as game— itts been several 
years since Red Storm Rising ,, 
(MicroProse). topped the Rdtiest- 
selier lists. So, why is Tom Clancy 
. moving full-bore into interactive 
entertainment? According to Cjancy;/ 
the short answer is, “Ifffun.” . \ 
The long answer is that it’s also 
potentially very lucrative. Red 
Storm Entertainment is much more 
than your typical venture-capitalist 
computer-game startup. Unlike 
many authors, Clancy is a gamer. 


He cut his gaming teeth on Avalon 
Hill and Strategy & Tactics 
boardgames, and he has also 
played a number of computer titles, 
including The Colony by Dave 
Smith— a complex, late-’80s Mac 
hit, which opened Clancy’s eyes to 
-4he,possibilities oUom puter 
games. TfiTough^Smith, Clancy ■ - 
teamed up with th^Virtus ^ « 

Corporation to form Red Storm. 

According to Clancy, "The PC 
platform isn’t where it needs to be, 
although. Windows 95 helps. What 
we want is to be on the cutting 
edge of multiplayer gaming.” 

When Tom Clancy says that Red 
Storm will eventually bring PC 
gaming to the mainstream— the 
Holy Grail for all computer-game 
companies-you have to believe it 
has a better chance than most, if 
only because Clancy’s name on 
the box ensures a certain degree 
of market interest. 


TOM CLANCY’S POLITIKA Soviet 
Internet gaming conspiracies, 


Red Storm Entertain- 
ment’s battle plan calls for - 
crafting games that are sim- 
ple mechanically, but deep in 
execution, like Chess or Gff 
The first release is Tom 
ClaFTcy’s Politika, specifl- /•- 
cally designed for online . - 
play. This game focuses on 
the political free-for-all that 
would ensue in Russia 
should Boris Yeltsin step 
down, and it employs a turn- 
based motif — actually 
playtested as a boardgame— 
that allows for plenty of chat 
sessions between turns. The 
result is sort of Diplomacy 
with dice, complete with 
hard-line KGB operatives, ' 
idealistic reformers, the 
resurgent power of the Church, and 
even the Russian mafia. Random 
political events crop up to keep 
replays from becoming stale. 

Lest you think that Red 
Storm simply wants to rein- 
vent the boardgame on the 
Internet, remember that 
Politika will be one of the 
first major Java gaming 
releases. Also in the works is 
a top-secret project, code- 
named Potemkin, that both 
Clancy and Red Storm CEO 
Doug Littlejohns hint will rev- 
olutionize traditional comput- 
er strategy gaming. When 
you consider the military and 
game design contacts that 
Clancy has, including his for- 
mer coauthor Larry Bond 

political upheaval breeds good natured ( Harpoon )< il ’ s hard notto 
take this new company seri- 


TOM CLANCY Author as game 
designer: Can he succeed where so 
many have failed? 


ously. Our only regret is that Red 
Storm evidently won’t be doing any 
Jack Ryan games: Paramount 
Studios owns those character rights. 
But the gaming industry, like techno- 
thrillers, often has plot twists you 
can’t foresee .... -Terry Coleman 


DOUG LITTLEJOHNS This decorated 
Royal Navy Commodore brings a 
wealth of military knowledge, 
personnel-handling skills, and 
respectability to his position as 
Red Storm Entertainment’s presi- 
dent and CEO. He also makes a 
good foil for Clancy. 


A 


CGW 


ACES OVER ATLANTA 


a ^ . 



THIS AIN’T NO SIM: CGW simulation writers Robin “Sandman” Kim (silver plane) 
and Denny “Mitty” Atkin (rear aircraft) fly formation over Atlanta in ex-military 
T-34A trainers. 


In the week preceding E3, Microsoft held a contest in which players took to the virtual skies in a 
pre-beta version of its Fighter Ace online flight sim. The top six players would win the chance to 
engage in real combat over Atlanta in Skywarriors' laser-equipped T-34A trainers. When the scores 
were tallied, three of the top four slots went to CGW stalwarts: contributors Tom "Thunk” Basham 
and Robin "Sandman" Kim, and Features/Simulations Editor Denny “Mitty" Atkin. Well have a full 
report on the Sandman vs. Mitty flight in next month’s issue. ; 


CARMACK KISSES HIS 
FERRARI GOODBYE 



Dennis Fong, also known as Thresh, of the Legends 
Clan, was crowned DeathMatch king, after battling it out 
against 15 other finalists in the Red Annihilation 
Tournament at E3. The tourney-sponsored by 
Intergraph, id, Rendition, Mplayer, and ClanRing— began 
back in April, with almost 2000 contestants competing in 
preliminary DeathMatches over the Internet. 

After an intense battle with runner-up Elvin Kimzey, 
a.k.a. Entropy9, Thresh walked away with the grand prize, 
a red 1987 Ferrari 328 GTS, donated by id’s John 
Carmack. (Carmack viewed the gift as a way to give 
something back to the gamers who have contributed to 
his own success.) 

Thresh also won an 
Intergraph TD-20 
3D Ultimate Game 
System-the 
machine used by 
the sixteen finalists 
in the DeathMatch 


competition. THE GRAND PRIZE: John Carmack’s 1987 

-Charlotte Panther Ferrari 328 GTS. 


The Winner of the 
Red Annihilation 
Tournament, 
Dennis Fong, 
a.k.a. Thresh. 


ir 


I 

a. 

£• 



10th Planet Betbesda 

11/97 j 

Aces: X-Fighters Sierra 

Christmas 97 

Age of Empires Microsoft 

10/97 

Agents of Justice MicroProse 

11/97 

AH-64D Longbow 2.0 EA/Jane’s 

Winter 97-98 : 

Banshee 3DfX 

Fall 97 

Bass Masters Classic THQ 

11/97 

Black Dahlia Take 2 

Fall 97 

Blade Runner Westwood 

11/97 i 

Byzantine: The Betrayal Discovery Channel 10/97 

Challenge H 2 Smart Games 

10/97 

Close Combat II Microsoft 

11/97 

Confirmed Kill Eidos 

Fall 97 

Curse of Monkey Island LucasArts 

Fall 97 

Daikatana Ion Storm 

11/97 

Demon Isle Sierra 

10/97 

Die by the Sword Interplay 

Summer 97 

Earthsiege 3 Sierra 

Late 97 

Epic Warhammer 40K: Redemption SSI 

Christmas 97 

European Air War MicroProse 

Christmas 97 

F-16 Aggressor Virgin 

Fall 97 

F-22 Air Dominance Fighter DID 

10/97 

F-22 Raptor NovaLogic 

Christmas 97 

Falcon 4.0 MicroProse 

Sprinq 98 

Fallout interplay 

Fall 97 

Fighter Squadron Activision 

11/97 

Flight Unlimited II Looking Glass 

Fall 97 

FPS Football 98 Sierra 

11/97 

FPS Skiing Sierra 

10/97 

Golgotha crack.com 

Fail 97 

Half-Life Sierra/Valve 

Fall 97 

Heavy Gear Activision 

Fall 97 

iF-1 6 Viper Interactive Magic 

Fall 97 

Intel740 3D Chip Intel 

Christmas 97 

Jane’s F-15 EA/Jane's 

Early 98 

Joint Strike Fighter Eidos 

10/97 

King’s Quest: Mask of Eternity Sierra 

12/97 

Legends ’98 Football Accolade 

9/97 

Madden NFL 98 EA Sports 

1/98 

Microsoft Baseball 3D Microsoft 

10/97 

MiG Alley Empire 

10/97 

Might & Magic VI New World 

10/97 

Myst 2: Riven Broderbund 

Fall 97 

NHL 98 EA Sports 

11/97 

NHL Powerplay 98 Virgin 

10/97 

Pacific Tide Star 

Fall 97 

Panzer General II SSI 

11/97 

Populous III EA/Bullfrog 

Fall 97 

Prelude to Waterloo TalonSoft 

9/97 . 

Prey Apogee/3D Realms 

Spring 98 

Quake II id/Activision 

10/97 

Quest For Glory V Sierra 

11/97 

Redguard Betbesda 

Late 97 

Return to Krondor 7th Level 

Early 98 

Screamin’ Demons Activision 

Winter 97-98 

SimCity 3000 Maxis 

Christmas 97 

SODA Off-Road Racing Papyrus 

Fall 97 

StarCraft Blizzard 

10/97 

Starship Titanic Simon & Schuster 

10/97 

Steel Panthers III SSI 

11/97 

Su-27 Flanker 2.0 SSI 

Winter 97-98 

TFX 3 DID 

Late 97 

Tomb Raider II Eidos 

11/97 

Tone Rebellion Logic Factory 

Fall 97 

Trespasser: Jurassic Park DreamWorks 

Winter 97-98 

Unreal Epic/GT Interactive 

Fall 97 

WarCraft Adventures Blizzard 

12/97 

Warhammer II: Dark Omen SSI 

11/97 


You Don’t Know Jack TV Berkeley Systems 10/97 

Zork: Grand Inquisitor Activision Fall 97 




SEPTEMBER 1997 


CCW 



ullets riddle your plane, shattering wood and shredding canvas. The shy screams 
with red tracers, smoke and explosions. And as the Red Baron himself blasts out 
of the sun’s glare... as your palms start to sweat and your pulse races... as you 
hear the ominous groan of stressed wings the instant before they shatter... you 
realize that this is much more than just a game. This is a taste of history. And your next move 
will determine whether you become a legend... or another kill in the Baron’s book. 



Eight years ago we set the standard for flight simulation with a product so timeless and 
revolutionary that it has remained unchallenged... until now. 


The Baron is Back. 


Visit our website and download the original Red Baron™ for free! www.sierra.com/RB2 

A S I E R R A _ J 

- LDynamix 


©1997 Sierra On-Line. Bellevue. WA 98007. ® and/or ™ designate trademarks ol. or licensed to Sierra On-Line, Inc. 
All rights reserved. Windows 95 is a registered trademark ol Microsoft Corporation. 006713000 





' i The Dynatnix Mission Builder” 1 allows players 
to completely customize their missions. 


! i Dynamix's revolutionary new ACE AT” 
system recreates the skills, tactics and 
personalities of historical and non-historical 
pilots with unbelievable realism. 


ver three years in the making, Red 
] Baron II is an epic achievement. 
From gamer directed features to 
slate-of-the art technology, it is the ultimate 
recreation of the men, machines and 
experience that marked the birth of aerial 
combat. 



Dynamix's revolutionary new 3Space 2.0”' 
engine takes a giant leap ahead of the 
competition with unmatched realism in 
terrain modelling. 

User-definable difficulty levels for players of 
all skill levels. 


Multiplayer doglighting action featuring 
internet, network and head-to-head modem 
support. 


The Plane Paintshop” allows players to 
customize the colors, insignias and look of their 
planes, using either provided patterns or by 
importing artwork of their own from any 
standard paint program. 


Fly single missions for quick action or select 
Campaign play for a full tour of duty. 

Over 40 unique aircraft with 22 flyable planes. 


CIRCLE READER SERVICE #370 






You’re being spanked big-time 


in deathmatch, dodging a barrage of 
rockets. What are you going to do... 
run and hide like a little kid 
frantically searching for the right key? 
Get Real... Real 6 D... OpaceOrb 360! 



www. spaceorb.com 

WORLD LEADER IN 6D MOTION CONTROL • COPYRIGHT 1997 .JxtUllU' V|S|T THE SPACETEC IMC WEB SITE: WWW.SPACETEC.COM 

CIRCLE READER SERVICE #247 


Ill Iboard 

the Real- time Bandwagon 


O nce in a while a game company comes along with a 
winning formula and, suddenly, everyone else 
jumps on the "me too" bandwagon. After the suc- 
cess of Command and Conquer, we were hardly surprised 
that every other title we saw at this year’s E3 just happened 
to be a real-time strategy game. Here’s a quick look at the 
ones you can expect to see on store shelves before 
Christmas. And this is just the tip of the iceberg. In our 
November issue, we’ll have a comprehensive guide to all 
the real-time strategy games in the works, so that you can 
find out which games are really worth shelling out for. 


Age of Empires 
Army Men 
Captives 
Close Combat 2 
Conquest Earth 
Constructor 
Dark Colony 
Dark Omen 
Dark Reign 
Dominion 
Dungeon Keeper 
Evolution 
Gettysburg 
MAX 2 
Myth 
Netstorm 
Outpost 2 
Pax 2 

Populous III 
Rebellion 
SimCity 3000 
StarCraft 
Stratosphere 
Total Annihilation 
WarGames 
War Wind II 


Microsoft 

3D0 

Sierra 

Microsoft 

Eidos 

Acclaim 

SSI 

SSI 

Activision 

7th Level 

Bullfrog 

Discovery 

Firaxis 

Interplay 

Bungie 

Activision 

Sierra 

THQ 

Bullfrog 1 

LucasArts 

Maxis 

Blizzard 

Acclaim 

GT Interactive 

MGM Interactive 

SSI 


HiPlPi! 

lOj.iii 



SimCity 3000 




Conquest Earth 



mm 

Total Annihilation 



PLUG IN. 

THINK FAST. 

PLAY FOR 

REAL 


INTRODUCING 


Discovery Channel Games. 


Prepare your imagination 


for the real world. 


Coming this fall from 

DEKOvery 


CIRCLE READER SERVICE #062 




PC Gamer called NASCAR Racing “...simply the best racing sim ever created, 
Here’s what makes NASCAR. Racing 2 even better: 



1996 season cars, drivers and 16 tracks provide 

up-to-the-minute realism 

Crew chief and spotter audio alert you to track 

conditions 

Fast and easy Arcade Mode lets you jump in and 
start driving 

New, easier mouse-driven interface 
Network play for up to 8 drivers 
Faster graphics/frame rate in SVGA 
Officially licensed by NASCAR?. 

NASCAR® Racing is also available for the Mac 
and the PlayStation Game Console 


In-car view puts you in the middle of the racing 
action. 


Change tires, gears, suspension, and more to 
customize your car to your driving style in Sim mode 


See your local software dealer or for a taste of the action, 
download our demo from http:/ www.sierra.com/papyrus 


©Sierra On-Line. Inc. ® and/or ,M designate trademarks ot. or licensed to Sierra On-Line. Inc. All rights reserved. NASCAR® Racing 2 is officially licensed by NASCAR®. Papyrus and Papyrus logo are trademarks of Papyrus Design Group. 
Inc. PlayStation'” and the PlayStation™ logos are trademarks of Sony Computer Entertainment. Inc. The name and likeness and marks of #3 GM Goodwronch Service stock car and Dale Earnhardt, are licensed with Dale Earnhardt. Inc. 


CIRCLE READER SERVICE #363 




I f these titles sound familiar, that’s because 
we’ve been talking about them for more 
than a year. Yes, these are the games we 
were looking at in our post-E3 fall forecast last 
year, while we were still going under the 


assumption that each would ship by Christmas 
1996. At press time, a few of the games were 
close to release, some of them were still a long 
way off, and others had disappeared altogether. 
Can you say Vaporware? 


Title 

Company 

Agents of Justice 

MicroProse 

Blade Runner 

Westwood 

Dark Earth 

Kalisto 

Dog Eat Dog 

Trilobyte 

Falcon 4.0 

MicroProse 

The Indestructibles 

EA/BullFrog 

Into the Shadows 

Scavenger/GT 

The Island of Dr. Moreau 

Psygnosis 

Lands of Lore II 

Westwood 

NFL Legends Football 

Accolade 

Planetfal! 

Activision 

Return to Krondor 

7th Level 

Space Bunnies Must Die 

Flux 

Star Fleet Academy 

Interplay 

StarCraft 

Blizzard 

Ultima Online 

Origin 


Genre 

Ship Date 

Strategy 

November ’97 

Adventure 

November ’97 

RPG 

September ’97 

Adventure 

On hold 

Sim 

Spring ’98 

RPG 

Dead 

Action 

Dead 

Adventure 

Fall ’97 

RPG 

October ’97 

Sports 

September ’97 

Adventure 

Dead 

RPG 

January ’98 

Action 

Dead 

Space Sim 

Summer ’97 

Strategy/Adventure 

October ’97 — 


RPG Fall ’97 



MAKE ON F. 

MISTAKE 

AND YOU'RE 

HISTORY 



A dangerously authentic world 


where the characters, places and 


mysteries are so reaL.you may never 


solve your way out. 


Coming this fall from 





■st s MACH V series of custom bun 

iftrvjrf (nf imhn o/'ortl*# . 


• 

for those who at 


only the best 
ssigni- or even gettii 


game playing, graphics, c 

Z0 0 '' 1 ' CIRCLE READER 'SERVICE #2! 


ie work done 


Upgrade vour standards. 


FALCON NORTHWEST 

COMPUTER SYSTEMS 


jffi Start 


CALL TOLL FREE: 

1 -888-FALCON-1 

or 1-800-258-6778 


www.falcon-nw.com 




f * 4 


News Flash 


i3 




►►►Hipnotic Interactive, developer of Quake 
Mission Pack No.1: Scourge of Armagon, 
recently announced that it has changed its 
name to Ritual Entertainment, following a 
trademark dispute. The old name was too simi- 
lar to one already being used by another game 
developer, Hypnotix (which developed 
Wetlands for New World Computing). 

Despite the different spelling of its name, 
Hipnotic was unable get around the trademark 
issue. Ritual is currently developing Sin, a first- 
person 3D action game using the Quake 
engine, to be published by Activision. 

►►►Electronic Arts recently entered into an 

agreement with SimCity dbveloper Maxis to 
acquire the company for approximately $125 
million in stock. Maxis stands to benefit greatly 
from EA's extensive woWMsMi putW agree- 
ments, while EA can look forward to adding the 
highly successful franchise of Sim products, 
including the flagship title SimCity, (d its line-up. 
The merger is expected to be completed by the 
end of August 1997. Electronic Arts also 
recently announced the appointment of former 
Virgin Interactive executives Neil Young 
and Chris Yates to manage the company’s 
Texas-based sraafcrOrlgin. Young will serve 
as vice president and general manager of 
Origin. Yates has been named vice president 
and chief technology officer. j|ior to worKing 
at Virgin, Yates was vice prjfflpnesearch 
and development at Westwood Studios. 

►►►Virgin Interactive psi announced a new 
domestic publishinapreement with Capcont ' 
that will enable itlffublish the best-selling 
PlayStation title^EsiDENT Evil, on theTC. 
Available fronfvirgin this summer, the PC ver- 
sion of the contemporary horror story promises 
to deliver the same intense gameplay as the 
PlayStation title, and will have 3D-acceleration 
support for Rendition, 3Dfx, and PowerVR, 
among others. 

►►► Some of the industry’s best-known game 
developers recently released an open letter to 
Microsoft, urging the company to actively 
support the OpenGL 3D API for Windows 95 


and Windows NT games. The group, which 
included id Software's John Carmack and 
John Romero from Ion Storm, indicated 
that they would find the means to use 
OpenGL as the hardware API in many 
upcoming products, whether or not Microsoft 
supported it. Because of Microsoft’s control 
over the operating systems, however, it would 
make life easier for developers if Microsoft 
agreed to work with them to provide OpenGL 
on its platforms. As of press time, Microsoft 
had not responded to the letter. 

► ►►►Forgotten Realms’ popular AD&D role- 
playing game Neverwinter Nights;- which has 
been available free to subscribers on AOL's 
Games Channel, may be removed from the 
service when WorldPlay (formerly Imagi- 
nation Network) becomes the primary pro- 
grammer for premium games on the Games 
Channel. Responding to the cries of disap- 
pointed gamers, Engage Games, which 
owns the online license to Neverwinter Nights, 
is looking into ways to bring the game back to 
the Web. The transition will not be easy, as the 
game’s code is five or six years old and will 
require a considerable overhaul to make it sta- 
ble. Another option is to revamp the product 
completely, but either solution' could result in 
a loss j)f continuity within the game. Gemstone 
III, another popular role-playing game that 
faced the same dilemma, has been moved to 
the Web and is now available through 
Simutronics. As of press time, the future of 

^Neverwinter Nights was still in question. 

►►►Red Orb recently announced the name 
of the next installment in its Journeyman 
Project series. The Journeyman Project 3 
will be subtitled Legacy of Time, and will con- 
tinue where its predecessor, Buried in Time, 
left off, following the heroic exploits of Agent 
5, Gage Blackwood. As you travel through 
the ages to investigate a historical time dis- 
tortion, you’ll find yourself untangling an 
intricate web of puzzles, on your search for 
clues critical to the survival of mankind. 
Legacy of Time is scheduled for release right 
after this Christmas. 


EVOLVE OR 

D I E 


Evolution 




A Darwinian strategy 


game where you ^ 


either get smart... 


Coming this fall from 

Dispouery 

CHANNEL 

K 


evolution.discovery.com 


CIRCLE READER SERVICE #064 


YOO # VE 




■C E 



Even your high school yearbook 
picture was more becoming than this. 
But as an alien, glamour is not high 
on your agenda. So, bust out of the 
traditional strategy game mold, morph 
into a human and make enemies with 
your friends. Conquest Earth is a world 
you'll want to step into very carefully. 


~ A#W* AZI M G> 
GRAP HIC 

efeectts" 

COMPUTER P LAY E R 


"GLOBSSOOS H.TT 
D E TA BLED 
REAL-TIME 
ACT1@M" 

F* C GAMER 



a ii i» aia i — — aHTf-| 

W HERE STRATEGY 
TAKES O N 


W FOR M 




You can play either side in this intergalactic strategy 
game. Instantly morph into a weapon or battle tank — 
even a human being. 



When playing the alien side, you'll experience a 
unique interface with different rules and capabilities. 
You'll employ never-before-seen tactics and strategies 
to foil your human counterparts. 



Vary your strategy to keep your opponents guessing. 
Keep track by monitoring them through your interface 
portals. With over 65,000 colors, the action will come 
to life like never before. 



Playing the human side, you'll need to manage your 
resources wisely. Thwart the aliens' attempt to mine 
oxygen from the atmosphere. Only one race will 
remain standing after this war. Make sure its yours. 


WWW.CONQUESTEARTH.COM 


eiDOs 


Conquest Earth and Eidos Interactive are trademarks of EIDOS, PLC. <0 1997 Eidos 


CIRCLE READER SERVICE #275 




A NEW KIND 
FLIGHT SIM li 
EXPLODING 
ON THE 


Flying Nightmares 2 isn't 
just the next great flight sim. 

It's a new kind of flight sim. 


One where you'll need a lot more than quick reflexes to survive. 

And with so much air and ground action, you may need help. Lots of help. 
So we designed the most extensive multi-player capabilities ever seen 
in a flight sim. Up to 16 players over a LAN or internet connection. 


So don't get left in the blast. Reserve a copy of FN2 now. 

Full strategy war game 65,000 color, high-resolution graphics 
/ * Supports up to 16 players Fly both Harriers and Cobras 









J-Sreat me.' \\ 
Quit button. 
1 lien briri&oJ 


o.nsi 


warriors, zombies 
lenizens. Eacli one 


and couni 


•r simply east a spel 


•one 


rpope toricipous 


that) playit)| 
©caibl'rap ©up|eoT) 


WBM 

-4 




IAN L I V INGSTONE'S 



n, blurrin g that t ine hrie bi 
1 pain. And jusl wken you" 
:e- it dnyftiore, consider 


You’ve been warned 


PlayStation 


-‘CIRCLE READER 'SERVICE # 276 





Hove you 

got yours yet 9 


If you know Tomb Raider, 
you know why Lara Croft 
is the #1 cover girl in gaming. 
No other game has won more 
awards, delivered more action- 
packed realism, or kicked more 
ass. Hardcore gamers have 
made Tomb Raider the 
undisputed megahit of the year. 
Have your got yours yet? 


Action Game of the Year 
Best Graphics of the Year 
9556 Bating 

-PC Gamer 


Game of the Year 
Rated 5 out of 5 Stars 

-Computer Games Strategy Plus 

. Game of the Year 
Rated 10 out of 10 

-Computer and Net Player 


Tomb Raider. Lara Croft and her likeness, CORE and Eidos Interactive i 
© 1997 Eidos.Conquest Earth is a trademark of Data Design and Eidos 


CIRCLE READER SERVICE #279 


FROM THE COMPANY THAT PUSHES 
YOUR 3D CARD TO THE LIMIT 




Terracide is the new technological feast from EIDOS Interactive 
that exploits the latest 3D acceleration technology. 


FEATURES INCLUDE: 

• Space-based and interior full 3D 360° flight and combat 


Card specific effects such as|tt;anslucency, distance fogging, 
full colored strobing lights^mOtor-morphing 

Oner 20 lethal weapons, from rapi 
to gravity bombs 

Network play for up to 16 players 
20 Levels spread across 7 ships 


>LAN and Internet support 


rning chipsets. 


Compatible with the 


SIMIS 


Terracide is a trademark .of SIMIS and EIDOS Interactive ©1997. WWW.BidOSintBr3CtiV6.com 


, - ,■ T 

_ itiwrir 

You’vei been wa r n ed . 


w 

o ! 

> 

' I V\ - 

■/ 


o. 

NV 

m m, 



CIRCLE READER SERVICE #273 





PREVIEWS 


MYTH: THE FALLEM LORDS 



Fantasy for 
Grown-Ups 

Bungie Plans To Take Real-time Strategy 
Gaming Into the Third Dimension 


by Martin E. Cirulis 

N o, folks, this article’s title 
doesn’t refer to a game 
that involves helping 
supermodels figure out 
how to get out of their wet 
cheerleader outfits. It’s 
about a thing rarely found 
in the realm of computer games: High Fantasy 
that doesn’t insult one’s intelligence or maturi- 
ty. While your next assumption might be that I 
am talking about a CRPG or adventure game, 
the reality is that Myth: The Fallen Lords is a 
tactical level wargame. 

Previous journeys into the realm of real-time 
fantasy games have yielded such simple giants 
as Warcraft and such underappreciated gems 
as Warhammer. In actual game mechanics and 
tone, Myth resembles the latter, being a real- 
time tactical battle game with a taste of tradi- 
tional tabletop miniatures wargaming-but it 
combines serious attitude and style with some 
of the slickest and most detailed graphics I’ve 
ever seen in a strategy game. If Bungie (of 
Mac Marathon fame), the company bringing 
us this potential gem, can keep up the stan- 
dard of quality and not fall prey to trivializing 
the dark drama of its subject matter, Myth may 
just be the kind of breakthrough title for “seri- 
ous” fantasy wargames that Doom was for 
first-person shooters. 

IT'S NOT YOUR FATHER'S D&D 

The first thing you notice about Myth is that 
it isn’t another one of those clichSd 


Elf/Dwarf/Orc universes, where the ratio- 
nale for everything is basically “They 
fight because Tolkien said so.” Myth, in 
contrast, seems to draw its inspiration 
from darker, more complex and realistic 
fantasy fiction, to provide a gaming uni- 
verse that makes you want to play the 
game as much as it makes you want to 
plunge into the battles themselves. 

While there is no official credit given, 
it’s obvious that someone on the design 
team was a fan of Glen Cook's Black 
Company series, as this game carries 
with it that same blend of politics, com- 
bat, and twisted dark magic. 

Scenarios and campaigns are the most real- 
istic I have seen so far, and have a complexity 
that includes everything from betrayal to winter 
storms. And these things are not simply props 
to hang a battle on; they are dynamic processes 
within the scenario, which beg gamer reaction. 



THE GHOL A minion of the evil Fallen. The 
Forces of Light must tty to stop their unre- 
lenting expansion. 


I wasn’t able to play through the complete set of 
scenarios that will be included in the final edi- 
tion of the game, but the ones I did play were up 
to the highest standards of the genre. 

The traditional Light vs. Darkness motif 
moves the action in Myth, but the units 


AN INTERVIEW WITH BUNGIE 


T he revolutionary 3D 
engine isn’t the only 
surprise Bungie has 
in store for gamers. They 
hope to create a more 
compelling single-player 
campaign, with story- and 
performance-driven scenar- 
ios. We were able to ask 


Bungie to expound on 
their ideas. 

CGW: What will the single- 
player campaign be like? Will 
performance in one mission 
influence the next scenario? 

Bungie: Absolutely. We 
will allow experienced units 
from one level to advance 


and replace green units that 
you would have begun with 
on the next. That’s the first 
part of the continuity 
planned for the game; the 
other is having unkilled ene- 
mies show up on subse- 
quent levels, and this is also 
in the works. 


involved are nicely varied and drawn from more 
esoteric sources than those in your usual fanta- 
sy game. The Forces of Darkness are big on the 
undead, but instead of the standard zombies 
and vampires, there are beings that spread rot 
and corruption when killed, floating undead 
held aloft by their own decomposition gases, 
and possessed spearmen who throw poisoned 
barbs, just to name a few. The Forces of Light 
have somewhat more traditional troops — 
archers, armored warriors, and such-but they 
are so stylized and detailed that they fit right in 
alongside the Treemen and Dwarven grenadiers. 

No fantasy game is complete without magic, 
artifacts, enchanted weapons, and heroes, and 
Myth is no exception. Once again, the design- 
ers have deftly sidestepped tired cliches by lift- 
ing some of the more interesting and obscure 
items from classic mythology and combining 
them with ideas of their own. I especially like 
the Evil Heroes, who hover somewhere between 
champion and demigod and have a fascinating 
resemblance to Cook's Ten-Who-Were-Taken. 

BLOOD ON THE SNOW 

Of course, all this would be so much 
window dressing without one of the best com- 
bat and graphics engines yet seen in a real- 
time wargame. 

Every individual is fully represented and can 
be commanded through your basic point-and- 
click interface. You can use reference keys to 
set groups of units in certain formations and, 
even more important — unlike other games of 
this type-the formations actually work. 
Forming a wedge of swordsmen backed by a 
line of Fir-Bolg archers works in the game as it 
would in real life. While the fact that each unit 
is modeled down to factors such as facing and 


morale means that you won’t 
be seeing any fantasy versions 
of the Battles of Alexander 
(i.e., fights involving 80,000 
men), midsize skirmishes of all 
kinds abound. 

Although Warhammer tried to 
cover the same tactical base, it 
was slow and the graphics 
were a little uninspiring. Myth 
narrows the focus a bit, while 
increasing speed and jumping 
the graphics up to the same 3D 
level that only Quake gamers 
have been enjoying so far. 
Bungie has done such a good 
job with terrain and atmospher- 
ic effects that they are more 
like characters in the game 
than special effects. The 
ground is changeable, craters 
form, grass gets scorched and 
burns away, tracks are left in 





CGW: What's innovative or new 
in your campaign design? 

Bungie: One unconventional 
aspect is that gamers will have to 
figure out for themselves how to 
finish levels, sometimes despite 
the instructions they’re given. 

For example, on level 4, 

Return to Covenant, the Light 


has sent a band of scouts to 
retrieve The Total Codex, a tome 
of great Power. The scouts are 
besieged by the forces of one of 
the Fallen and are in danger of 
losing the Codex to him. At the 
beginning of the level, the gamer 
is told that the plan is to fight 
through the siege lines, secure 


the Codex, and bring it back to 
safety through a World Knot 
(basically a magical teleporter). 

But, once the gamer has man- 
aged to get the Codex and starts 
running for the Knot, he’ll find 
irresistible waves of Thrall block- 
ing his way. He’ll probably try a 
couple of times to kill or divert 


all of the Thrall, but it won’t 
work. The only way to live is to 
turn and run, escaping via a 
road along the Chalk Cliffs, 
whereupon the level will end and 
the gamer will advance. 

After this has happened a few 
times a gamer will figure out that 
the world he’s in is more complex 


A 


SEPTEMBER 1997 


CCW 




Actual 360° views from the game. 



AcfiVisioN 


w 


Rock- eating Brogmoids. gondola rides through Hades, and a bored Dungeon Master 


who lives insjdeyour lantern... It can only happen Underground. 


oranD openinG, FaLL 1997 winDows- 95 cd-rom 


Activision iiiul Znrk arc registered I nidctiiiirksnnd Ztirk (annul l in|ni«ilor is a trademark of Ann isioti. Inc. i: ujtyi Aelivisiun. Inc. All rights reserved. 
All oilier trademarks a ml trade, names an: I lie properties ul rl in r rcs|icctive owners. wwvv.ilcliviHiiiil.coill 


CIRCLE READER SERVICE #142 


the snow and can be followed, and even snow- 
fall is modeled as it fills in those tracks. The 
moment when the enemy emerges from the 
translucent fog is enough to convince you that 
you are fighting a tactical wargame with a 
whole new level of environmental realism. Units 
struggle through rough terrain or up slopes, 
archers have greater range from the heights, 
units can hide behind trees, and body parts 
even roll downhill. 


LOOKING GOOD 

At this point, the only major reservation I 
have about Myth is that there seems to be no 
plan for a dynamic mission builder, something 
a game like this desperately needs, both to 
increase replay value and to let gamers get the 
most out of the battle engine. Without this, the 
current number of set scenarios seems a bit 
small. Bungie compensates for this somewhat 
with the excellent multiplayer suite and its own 
version of battle.net, where gamers will be able 
to create large multiplayer battles to their 
heart’s content. 


Perhaps a later expansion could intro- 
duce a mission builder, along with a ter- 
rain editor and some new units. While 
there are 20 different types of units at the 
moment, Myth seems like the type of 
game that deserves as much variety as 
possible. The interface is smooth, and 
the only quibble I have is that the game 
needs one more level of zoom-as it is, 
your eye seems to hover 20 or 30 feet 
from the surface, and that can be a prob- 
lem in trees or steep terrain. 

Unless an unforeseen disaster should 
strike in the form of Murphy's Law-or 
Bungie tries to sanitize its wonderfully 
dark world to attract a younger audi- 
ence-1 feel confident in setting my 
hopes on this one. Certainly if you have 
any interest in fantasy wargaming, minia- 
tures battles, or tactical simulations that 
are slightly off the beaten track, then 
start saving your pennies, because if 
Bungie stays on course, Myth will land 
squarely in your must-buy sights. % 



STUMPED Here is a look at one of the Light 
side's Treemen— giant, treelike humanoids. 



and variable than what’s been become available only as you you’ll get reinforcements when markers are shields; for the Dark, 

laid out in the brief instructions advance in the campaign? you’ve progressed enough. skulls. Every kill earned allows the 

to each level. Bungie: Each level begins In the net game, we’re plan- unit to attack more quickly, with 

Finally, on a couple of levels with a preset number of units, ning on a “draft” system of alio- greater accuracy and the ability 

the game is not strictly linear. which are appropriate to the eating units, giving each gamer to inflict more damage. Thus, 

There are at least two levels region you’re fighting in and points to spend on acquiring units highly experienced units are the 

where if the gamer wins with a the difficulty level you’re play- of various strengths, in order to best attackers and are also the 

comfortable margin, he’ll have the ing on— more difficulty, fewer eliminate the monotony of battling most important to protect, 

option of skipping the next level units. You’ll start out with against a predictable adversary. When they're inexperienced, 
and moving on with the story. basic units like Warriors and CGW: How does the experience units are interchangeable, but 

CGW: How do you acquire Fir-Bolg archers; gradually, point system work? once an archer has, say, 10 kills, 

units in the game? Are some stronger ones like Berserks Bungie: Units get markers in he hits nearly everything he 

restricted in the beginning of the and Avatara will become part their status bar every time they shoots at and is far more devas- 

game and will there be units that of your forces. On some levels get a kill: For the Light, the tating than a standard archer. 




CGW 


SEPTEMBER 





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samples and high performance, lets you add your own alien sounds. Also 


included, the hottest Internet software. To learn more about the Sound Blaster AWE64 Value, contact us at: 


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© Copyright 1 997 Creative Technology I id. Sound Blatter anti the Creative logo are registered trademarks and Advanced Sv'avFiieas and Creatise 
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CREATIVE' 


1. “We Come In Peace." 

2. Blasting Ray Guns. 

3. People Screaming. 

4. "You Must Believe Me!" 

5. Exploding Buildings. 

6. Whirring Space Ships. 

7. Brains Being Sucked. 

8. Bones Crunching. 

9. Aliens Phoning Home. 

1 0. Metallic Scraping. 

11. Cars Crashing. 

12. Kidneys Bursting. 

13. Insertion of Probes. 

14. Heads Exploding. 

1 5. “Run for Cover!" 

16. "Warning.” 

17. Aliens Melting. 

18. Pods Hatching. 

19. Destroying the Monster. 

20. Buildings Imploding. 

21. Spaceships Docking. 

22. Boiling Flesh. 

23. “Mayday, Mayday!" 

24. Exploding Spaceship. 

25. People Running. 

26. “I saw a UFO!” 

27. Planes Taking Off. 

28. “We're at DefCon 4." 

29. Aliens Communicating. 

30. Children Crying. 

31. Slurp. 

32. Clinking of Autopsy 
Instruments. 

33. Laser Swords Crashing. 

34. “Hyperspace!" 

35. Flesh Being Torn Off 
Bones. 

36. “They’re Coming.” 

37. Wailing Sirens. 

38. “You Must Die." 

39. “Beam Me Up.” 

40. Zap!!! 

41 . Air Locks Closing. 

42. “Oh, My God!" 

43. Lasers Charging Up. 

44. “We Need More Power!" 

45. Ray Guns Blasting. 

46. Calling the Mothership. 

47. Horns Blaring. 

48. “We Won!" 

49. “Lock on Target!” 

50. Crystals Charging. 

51. Area 51 Guard: “No 
Admittance." 

52. Zap-Zap! 

53. Warning Alarms. 

54. Air Locks Opening. 

55. “Set to Stun!" 

56. “Red Alert!" 

57. Shields Up. 

58. Warp Speed. 

59. “Blast 'em!' 

60. Eyeballs Squishing. 

61. Spaceships Cloaking. 

62. Radar Ping. 

63. “Fire at Will!” 

64. “Take Me to Your Leader." 



PREVIEWS 


FALLOUT 




Boyz II Mutantz 

Interplay’s "Spiritual Successor” to Wastelands Looks Promising 



by Thierry Nguyen 

H ere’s the situa- 
tion: I’m just 
wandering 
around, minding 
my own busi- 
ness. Then, this 
punk walks by 
and starts yammering about how 
I'm trespassing on private proper- 
ty. Of course, I ignore him. So 
then he decides to whip out his 
9mm and start taking potshots at 
me. By that time, I already have 
mine out, and I just shoot him in 
the kneecaps. Then I end his exis- 
tence with a bullet to the head. 

Such is a typical scene in 
Interplay’s new RPG: Fallout, a 
character-driven game that takes place in a 
post-nuclear holocaust California. Using the 
vision of postapocalyptic life propagated by 
1950s America, rather than the vision in the 
Terminator films (which games so commonly 
use), Fallout already gives us a unique style 
and setting, which is just the start. People con- 


sider it the unofficial sequel to the ten-year-old 
classic, Wastelands, and it could be one of 
the better RPGs to be released this year. 

ISN'T THAT S.P.E.C.I.A.L. 

One thing that Fallout concentrates on is 
character definition. You can choose to play 
the game with three pregenerated char- 
acters (a fighter, a thief, and a diplo- 
mat), or you can craft your own charac- 
ter. While it doesn’t have Daggerfall’s 
staggering complexity of classes, 
races, and skills, Fallout manages to 
make a pretty good skills-based char- 
acter system. 

S.P.E.C.I.A.L. is the acronym that lists 
all the generally static attributes. It stands 
for Strength, Perception, Endurance, 
Charisma, Intelligence, Agility, and Luck. 
These attributes form the foundation of 
your character. In fact, you can modify 
them only during creation. Once you start 
the game, the stats you pick stay that way. 


Adjusting your attributes 
determines the general percent- 
ages for skills, which is the 
heart of the game. Every charac- 
ter has the same set of skills; it 
is how proficient they are at 
individual skills that makes each 
character unique. The skills 
range from handling different 
weapons to abilities such as 
stealthiness and lock-picking. 
When you create your character, 
you pick three skills to "boost" 
and gain some proficiency in. 
Whenever you level up, you get 
points and can distribute them 
among skills. So, a fighter 
would concentrate on the com- 
bat-intensive skills, while the lawyer would 
opt to improve skills such as speech, barter- 
ing, and gambling. 

After skills come character traits. You get 
to choose 2 traits from a menu of 16, and 
these traits will further round out your char- 
acter. Traits range from mundane ones such 
as "bruiser” (bigger and stronger but slower) 
to interesting ones such as “drug addict” (the 
drugs last longer and better, but you need 
them like water). 

One trait that I found amusing, though not 
very useful in actual character development, 
was "bloody mess,” in which you kill people 
in the most violent ways. 

Finally, the last customization of your char- 
acter comes in “perks." Every three or four 
levels (depending on which traits you adopt), 
you get to pick a perk that will hone some of 
your skills even further. Among the numerous 
perks are "awareness” for better perception, 
“explorer" for wandering the gameworld, and 
"master trader” for bartering. 



f l'M SO S.P.E.C.I.A.L. Here, I’m focusing on a combat- 
intensive character— concentrating on combat skills, 
buffing up my physique via traits and attributes, and 
making myself a "bloody mess." 



CGW 


SEPTEMBER 1997 




heroin 




one night stands 


hell, uihat’B leftp 





X-COM: APOCALYPSE 

the mast addictive [and still good for you] 
heat the crap nut of aliens” strategy game 




FALLOUT 



CALIFORNIA DREAMIN' The world of FALLOUT is 
the decimated region of Southern California. 

This map will serve as your primary interface as 
you wander the world. 


BELOW THE BELT Targeting in Fallout is quite 
good, as each region can have different effects 
on your enemy, and you have different chances 
of hitting it. 


I GOTS SKILLS Use of the skills outlined 
in character generation is simply a matter 
of pulling up a menu and making the 
skill active. 


A BLOODIER DIABLO 

Once you make your character, you step 
out of the Vault and into a game world similar 
to that of Diablo. That is, you get a three-quar- 
ter perspective on your surroundings in 
SVGA-graphics. This is the dominant view- 
point system of the game, as exploration, dia- 
logue, and combat take place in this view- 
point. But the view system is the only mirror 
of Diablo here. 

Combat is where Fallout shows its gritty vio- 
lence. If you have both the game option of 
"maximum blood" plus the character trait of 
“bloody mess," expect to see instances like 
punching someone’s stomach out, or shooting 
them into bloody chunks with your machine 
gun. Even when I killed a giant rat with the sim- 
ple pistol you get in the beginning, the extra- 
gory touch resulted in one side of its head 
being completely blown off and its brains flying 
out. Fallout could even surpass Crusader in 
graphic violence. 


NPC conversations range from simple one-lin- 
ers that appear over the person’s head to full, 
facial dialogues. The facial dialogues usually are 
reserved for characters with a quest for you, and 
one of Fallout’s selling points are the facial 
expressions, which change based on what you 
say and how you act. It is actually pretty enter- 
taining to see someone greet you with a friendly 
“Hello," and then get angry when you say some- 
thing to the effect of "You’re a complete wuss." 

ONWARD WITH A QUEST... 

Fallout begins with the simple quest: You 
have to retrieve a replacement water-chip for 
your Vault. The Overseer gives you 150 days 
to finish this quest, and you are sent on your 
merry way. While this is the main quest of the 
game, there are numerous side-quests you 
can take. The ones I’ve actually seen are typi- 
cal item retrievals, like “Get rad-scorpion tail to 
make antivenom with" or "Rescue hostage 
from bandits." While there will be many boring 


quests, there are some genuinely intriguing 
ones as well. From what I’ve played, the best 
quest so far was where I had to join the 
Brotherhood of Steel in order to go undercover 
and see if they were behind the attacks on a 
certain town. Other quests include: assassina- 
tion, getting someone to incriminate himself, 
and either solving or causing a city crisis. And 
while things do get more complicated than 
finding a simple chip, I don’t want to ruin the 
plot for you yet. 

The only real negatives for Fallout are 
some minor quibbles, which will hopefully be 
corrected by the time it’s released, and its 
graphic violence, but that can be tweaked to 
make the game less blood-drenched. All in all, 
Fallout looks to be a promising RPG, with a 
nice emphasis on character development, a 
good take on setting (the first nuclear holo- 
caust with doo-wop playing in the background) 
and more quest variety than the typical quests 
of many recent RPGs. % 


X-COM Meets Diablo 

ven though Fallout has the look of 
Diablo, it has the combat of X-COM. The 
turn-based combat here is based on the 
movement point system, where you have a lim- 
ited number of points and each action costs 
you a certain amount of points. Combat is initi- 
ated when an enemy spots you and walks up to 
you, or when you take a potshot at an enemy. 

While at first disconcerting, the turn- 
based combat is pretty good. It gave me 


time to think through my options before 
doing anything rash. One cool aspect of 
combat is the aimed shot, where instead of 
just hitting someone, you target a specific 
place. Certain places cause critical damage 
(like hitting a guy "below the belt"), while 
others will usually cripple them (hitting the 
legs or the eyes). 

Also, sometimes you may have an NPC 
who will tag along and help you in various 
tasks. During combat, you have no control 


over your NPC, however. He will simply do his 
own thing in combat. Currently, the Al is 
decent, as the NPC will go for the biggest 
threat based on the NPC’s current condition 
(for example, if the NPC is wounded, it won’t 
go after a scorpion) Also, the NPC can some- 
times get the last shot in for the kill. The 
enemy Al is smart enough to attempt retreat 
when the going gets tough. All in all, the 
combat is good, even though it’s a bit foreign, 
thanks to Diablo conditioning us to realtime. 


A 


CGW 


SEPTEMBER 1997 




proph&czy 

Coming this Fall. 


I BY GAMERS. 'BOB GAMERS.” 1 
www.interplay.com 


tiiMihuW 


©1997 Interplay Productions. All rights reserved. Artwork ©1997 Gil Bruvel. All rights reserved. Of Light and Darkness and Interplay are trademarks of Interplay Productions. All rights reserved. 
All other copyrights and trademarks are the properties of their respective owners. 

CIRCLE READER SERVICE #077 







ic) 1997 VIRGIN INlFRACTIVf fNHUIAINMtNI Inc. All liqlils reserved NHL POWLRPLAY is a trademark ol the Nalionai Hockey League. All NHL logos and marks and learn logos and marks depicted herein arc Ihe properly ol the 
Association. NMLPA and NHLPA logo aie Irartomarks ol Hie NHLI’A and aie used, undei license, hy Virgin Interactive Enlerlainmenl, Inc. © NHL PA. Virgin is a registered trademark ot Virgin Enterprises, Lid. PlayStation and the 




r r r-rr- 

POWERPLRV 9a 

While pretty close to a gosh-darn miracle, Dolly — that cloned sheep — really doesn’t 
understand the nuances of the butterfly style. In fact, she’s a lot like those other hockey 
games — the ones where all the little computer guys play the same. Claude Lemieux 
doesn’t check like Brindamour in real life, and he doesn’t in NHL Powerplay ’98 either. 

Our Patrick Roy doesn’t make glove saves like the Dominator, and you’ll have a 
tough time beating our Beezer through the five hole. We use the actual styles and 
abilities of guys like Fedorov, Shanahan, Leetch and every other player in the NHL to 
deliver the most realistic hockey game ever created. It’s real skating, real physics 
and real action —and it’s a helluva lot cooler than cloning sheep, www.vie.com 



NHL and the respective teams and may not be reproduced without the prior written consent ol NHL Enterprises, L.P. © 1997 NHL. National Hockey League Players' 
PlayStation logos are trademarks ot Sony Computer Entertainment Inc. Microsoft. Windows and the Windows Logo are registered trademarks ol Microsoft Corporation. 



CIRCLE READER SERVICE #246 



PREVIEWS 


Mid-air 


IF-16 


Mil I II I II 

1—1 II II l» 


Precision 


iF- 16 Aims Squarely at the Middle of the Flight Sim Road 


by Denny Atkin 




O riginally slated for release last 
year, this F-16 Fighting Falcon 
sim comes from the creators 
of F-16 Combat Pilot, an early 
standard-setter on EGA and 
Amiga systems. Delays in 
developer Digital Integration's 
previous product, Hind, as well as the decision 
to upgrade the sim’s graphics engine, resulted 
in iF-16’s delivery date slipping to this fall. 
Unfortunately, the delayed product is no longer 
state-of-the-art. Still, indications from our pre- 
view copy are that the game, while not a stan- 
dard-setter, has plenty to offer the sim fan 

NATO FIGHTER 

Instead of simulating a fresh-from-the-factory 
plane, iF-16 simulates an early-model F-16 
that’s been through the Mid-Life Update (MLU) 
program. Among other enhancements, this 
adds color Multi-Function Displays (MFDs) and 
Low-Altitude Navigation and Targeting Infra-Red 
system for Night (LAN- 
TIRN) pods. Some of 
the MLU updates 
haven’t even been pur- 
chased by the U.S. Air 
Force yet (although 
they’re slated to go 
into some European F- 
16s), so the virtual 
fighter you fly will in 
some respects be bet- 
ter equipped than the 
real thing. 

The MFDs have 
seven modes: flight 
information, weapons management, moving 
map, radar, LANTIRN targeting, autopilot, and 
aircraft fault status. The real F-16 has an over- 
whelming number of radar modes, but iF-16 


chooses to keep things 
simple by modeling just 
two each of the air-to-air 
and air-to-ground modes. 

In air combat, Track While 
Scan (TWS), which can 
track up to 10 targets, and 
Air Combat Mode (ACM), 
designed for homing in on 
the nearest threat, are 
available. While the radar 
systems are somewhat 
simplified, there’s plenty 
here for the experienced 
pilot who wants to play 
with options such as 
enabling Raid Cluster 
Resolution or adjusting 
the radar scan azimuth. 

The LANTIRN system not only gives you 
laser targeting capabilities and night vision, it 
also adds a terrain-following autopilot mode 
that makes it much easier to slip 
below enemy radar coverage. All 
the available instruments and tar- 
geting tools are explained in 
detail in the sim’s manual. 

Your F-16 is equipped with a 
full complement of modern arma- 


► NIGHT RIDER The F-16’s LANTIRN allows 
you to fly night-attack missions. 


NEW PANELING iF-16 simulates the MLU instrument package, which 
includes color multi-function displays. 


ments, including AIM-9 Sidewinder and AIM- 
120 AMRAAM air-to-air missiles; laser-guided 
and IR Maverick air-to-ground missiles; HARM 
antiradar missiles; and general-purpose, retard- 
ed, and laser-guided bombs. You'll also find 
Durandel antirunway bombs, rocket pods, clus- 
ter bombs, a mine dispenser, and an external 
30mm cannon pod for those stressful days 
when 20mm just isn’t enough. Basically, if 
there’s something you want to blow up, you 
have the necessary equipment to do the job. 
You have full control of your weapons load, and 
you can also adjust default salvo sizes for 
bombs before taking off. 

Cockpit viewing systems weren’t complete in 
the beta I tested. The current version has a vir- 
tual cockpit, but the exact implementation of a 
padlock and fixed views remains to be seen. 

Damage modeling is very good. While some 
simpler sims display just a percentage of dam- 
age, iF-16 models individual system failures. 
Engine damage can result in a loss of thrust; 
radar, ECM, and FUR systems can be knocked 


A 


CGW 


SEPTEMBER 1997 




're: D O A 


WAR 

yj N C.-< 


thats the uay Lt Is Ln 


5 ftSlr’W 
S' l w 3SV0 WVk 
aiji^aMwea e.v 


1 si .fis jif/vt i ; . „ : 

. , Real-tune strategy 


voire V Ajje|-ucg 
MUG vmm «U8 a«S 
m- w\ uoi 

iSQii .'!iVOii;;u s.c , ..,U | 


That gets down to business 


t\S *» USc SI 

;JlS fi^5!!CG »* si it 

MSiVU c < , ■ 

giVG ssiisi’U:! ■■■■ ; ■: 

business 





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CIRCLE READER SERVICE #173 



© 1997 Bungie Software Products Corporation. Myth: The fallen Lords is a trademark of Bungie Software Products Corporation. 



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fl|,' 

- 





rolling 3D landscape the way you've always imagined. The environment 
of Myth: The Fallen Lords is so real that every bloody limb, every scattered 
sword, every unexploded charge tossed by a ground-rippling explosion 
remains a live element ready to be seized and used by or against you. 

Not limited to a simple overhead view, you'll rotate around the heads of your 

troops, follow the arc of a burning arrow and zoom in on 

Get an eyeful of stunning detail: reflections in the water, lightning frying the enemy 
to cinders, smoking craters ringed with the heads of the inept and every ounce of blood remaining on the scarred battlefield. 


* .. & 


JfsL 

F 

v* 


\ 
I 

X 


■I 

V 












But don’t stare too long. Learn the art of war and the importance of 
physics as you move fast to seize the high ground where the archers have 
greater range and pyromaniac dwarves can shower targets with explosives. 

Multiplayer games include classic scenarios like King of the Hill and 
Capture the Flag, and uniguely challenging variants like Assassin and 
Steal the Bacon, even in teams! Play over the Internet for free using 
Pungie.net or turn your local network into your own personal war zone. 

So call 800 - 295-0060 or surf to WWW.bl 
strategy game where “uphill battle” is more than 


CIRCLE READER SERVICE #264 


PREVIEWS 


► 


DEATHTRAP DUNGEON 




Developer: Eidos 


Publisher: Eidos 


Hack and Slash 


Lara Lends Her Look to Eidos’ Upcoming Fantasy Dungeon Romp 



by Elliott Chin 

U ntil Lara Croft came along 
and gave us a peek at her 
adventurous lifestyle in Tomb 
Raider, Eidos was a relative 
unknown, a merger of two 
companies-Domark and US 
Gold-that weren’t always 
synonymous with quality software. But the 
third-person action-adventure in Tomb Raider 
changed all that. Instantly, Eidos had a global 
spokeswoman and a hit game. Tomb Raider 
made people wake up to the potential at Eidos, 
and it also rekindled developers' trust in third- 
person 3D (to be fair, the other great third-per- 
son game that sparked this renaissance was 
Miyamoto’s Mario 64). 

At this year’s E3, 1 saw more than a dozen 
third-person games. Some were serious 
action affairs, such as Tomb Raider 2; others 
were cutesy animal adventures like Croc; 
while still others took the Tomb Raider look 
and gave it a fantasy twist. One of these was 
none other than Eidos’ very own Deathtrap 
Dungeon, a game that was in development 


when parts of Eidos were still known as 
Domark. Deathtrap Dungeon shares much 
with Tomb Raider, and the resemblance is def- 
initely more than skin deep. 

DUNGEON HACK 

Deathtrap Dungeon 
is a third-person action 
game that plays through 
10 levels of mazes, dun- 
geons, and monster- 
filled corridors. 

Whereas Tomb Raider 
had a healthy dose of 
adventure elements to 
keep you thinking, 
Deathtrap is really a 
hack-and-slash ride. 

The game is played 
from third-person view, 
though there is a first- 


person camera that lets you see things from 
your character’s standpoint. I found that the 
first-person view wasn’t very well implemented, 
even though many times I wanted to be able to 
use it to get a better look at my surroundings. 

You can play as one of two characters: a fully 
armored, muscled warrior or a scantily clad ama- 
zon. Now, I have to take a time out to say how dis- 
appointed I am in the depiction of the female 
character. Her “armor" makes Lara's outfit seem 
prudish: All she has is a chain attached to her 
nipples and a scaled thong. I'm no expert, but I 
doubt that any sane warrior would march into 
battle wearing nothing but metal butt floss. I’m 
tired of seeing female heroes who look more like 
sluts than warriors. Come on, Eidos, give the 
amazon some real armor. 

INSTRUMENTS OF DESTRUCTION 

Since Deathtrap Dungeon really is all about 
slaughtering your way through monster- 



Jk 


ccw 


SEPTEMBER 1997 






What Went Wrong? 



Find out at wvw.gopostal.coin 


Download the fxee mini demo on our website ox 
call 1-888-797-5867 fox a fully loaded demo disk (use tlie code 
woxds “solitaxy confinement"). And yeah., thexe is a chaxge - 
hut don’t go Postal - it’s only 5 bucks. 



(§> 


f Tic or 



DEATHTRAP DUNGEON 



In the version I played, the Al didn’t seem to 
be implemented, so clowns would just rush up 
to me, even after I had killed waves of their 
comrades. The Hydra and the purple dragon 
(the latter is the final boss in the game) didn’t 
even put up much of an intelligent fight, some- 
times spewing fire to either side of me but 


never directly at me. As I said, though, I 
played a beta, and I’m sure the monsters will 
be a little more intelligent in the final version. 

Speaking of monsters, there are lots of 
them, both in terms of type and number. 
You'll fight a gamut of fantasy mainstays: 
nagas, ores, mummies, and zombies, just to 
name a few. The level bosses are quite 
impressive. The three-headed Hydra, a crea- 
ture that fills the screen, attacks by rearing 
back its heads and spitting torrents of flame. 
The purple dragon is likewise awe-inspiring, 
gnashing at you with its toothy maw and 
spewing fireballs in your direction. 


FINAL THOUGHTS 

This rough version of Deathtrap Dungeon 
lacks the polish and style of Tomb Raider, but 
Deathtrap will have multiplayer and Direct3D 
support-two things Tomb Raider sorely need- 
ed. I wasn’t able to test the multiplayer fea- 
ture, but it should be good for modem and 
network play. If the camera-angle problem 
can be fixed, deathmatches could be fun. 

The version I played was a good game. I 
have a soft spot for fantasy games, so hacking 
away at ores and dragons proved an ideal way 
to spend my gaming hours. However, the levels 
in this current version seem to be sparsely 
populated; they start with minimal action. I 
hope there will be more action in the final ver- 
sion. Also, the camera angle kept thwarting 
me. I had no control over my third-person cam- 
era; sometimes I would direct my character 
around a corner without being able to see 
what was there. The third time an ax came fly- 
ing out of the corner before I could see it, I 
gave up. After I cooled down, I went back in, 
but the poor camera angles still made for 
moments of frustration. If Eidos can create an 
option for controlling the camera in third-per- 
son (as does Mario 64), then this game will 
move up several notches on my playlist. 

Tomb Raider proved that Eidos can create a 
killer game. Now, they hope to repeat the suc- 
cess with Deathtrap Dungeon, a game with a 
similar look and gameplay, but with a fantasy 
theme. Can they succeed? If they fix some 
minor problems and the game gets the same 
polish as Lara Croft’s maiden voyage, there is a 
good chance that Eidos could add another 
jewel to their crown. % 


your-own-adventure fantasy books 
ten by Eidos’ Chairman Ian Livingston, 
who is the founder of Games Workshop 
(of Warhammer fame). 

The books are pseudo role-playing 
games you play alone. At critical junc- 
tures in the story, such as when you 
face a monster, you’ll be given two 
choices. If you choose to run, you turn 
to one page and read how the story 
progresses. If you stay and fight, you 
skip to another page to witness the 
consequences of your decision. 

The jump from paperback to comput- 
er is something Livingston has been 
planning for the series for some time. 
Livingston wrote the Fighting Fantasy 
series long before he joined Eidos, and 
Deathtrap Dungeon is his extension of the 
series into the silicon arena. 


packed dungeons, you get a treasure trove 
of nasty weapons at your disposal. There 
are close combat weapons, ranged 
weapons, and spells. You have short 
swords, long swords, axes, halberds, and 
war hammers for bashing and slashing 
enemies up close and personal. If you 
want to play it safe and dispatch monsters 
from a distance, you can pull out a blun- 
derbuss, a primitive gun, or even a 
medieval rocket launcher — basically a giant 
firecracker on a sling. Each spell has a dif- 
ferent cosmetic look, but all basically pro- 
duce the same result: the annihilation of 
the enemy in a shower of magical energy. 


VISCERAL REWARDS 

As you might expect in a hack-and-slash 
game of this type, you are rewarded for 
every kill. Heads will fly off shoulders at the 
strike of a sword, and legs will come cleanly 
off the joint when met by a jagged ax. 
Surprisingly, though, there is little blood. 
Perhaps it was because my beta version 
played only in low res, but the infrequent 
blood that would spurt from wounded enemies 
was simply a small clump of red pixels. 


FLYING PURPLE PEOPLE-EATER Here is the mon- 
strous purple dragon. He isn’t too smart now, but he’ll 
be a tough boss to beat in the final version. 


► COME GET SOME Deathtrap offers a third-person 3D 
look like Tomb Raider, but also has dynamic lighting and 
Direct3D support. 


> ORC-KEBOB Weapons abound in Deathtrap, including 
melee weapons and fantastic ranged weapons, such as 
this medieval flamethrower. 




ccw 


SEPTEMBER 1997 





A new world 


has been discovered 


Here’s the proof. 

ill 1 T ‘ i 






“Warlords' AI not only blows away the immediate 
fantasy-based competition, but other strategic 
wargames as well." -PC Games 


“For this gaming series, third 
time’s a charm!” “PC Gamer 


CXIarlOrDsHI 

ReiqN Of heROes 


Warlords III pushes the envelope forward for turn-based games 
— especially for internet play." -Computer Gaming World 



Unique simultaneous movement mode for up to 8 Test your strategies with more than 80 different Struggle against computer opponents whose AI 

players in multiplayer games reveals each players animated creatures and warriors, plus countless monitors your every tendency and plots elaborate 

actions in real time. spells, abilities and rewards over multiple terrains, strategies against you and your allies. 


Hordes of the Undead overrun the Selentine Empire, leaving utter devastation in their wake. 
From the ashes, a powerful new reign of heroes arises to contend for power and build a new empire. 
Arrayed against zombies, elementals and other unspeakables, you must arrange alliances, cast 
horrific spells and lead your armies to victory... or be crushed beneath the enemy’s merciless heel. 


CjULUUi.(jUARLORDS3.COCD 


CIRCLE READER SERVICE #294 





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A new perspective on 3D action from 
the creators of Heretic ' and Menem 


6 unique multiplayer tjames for up to 8 
players, including Assassin, Arsenal. Kill at Will. 


22 twisted enemies, each with unique combat 
behavior, plus 21 bone-shredding weapons. 


20 non-linear territories: no set path; explore 
different territories before completing previous ones. 


Zoners. Radioactive waste. Psychos with Gauss 
Guns. Welcome to post-apocalyptic hell on Earth. 
Your only chance to see tomorrow is to fight 
your way into the Dome and steal the secrets of 
survival. At least you've got one thing going 
for you: unique overhead views that allow you 
to see the entire 3D world and everyone in it. 
So now you can blow away enemies whether 
they are on a catwalk above or on the ground 
below. But watch your back because death is all 
around you. Coming this October for Windows 95. 
Download demo at www.takenoprisoners.com 







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Spectacular animation. Leaders of the fallen Yedda Empire 
describe the events leading to their downfall. 



Customi2e ijour units. Acquire genetic knowledge from conquered 
enemies to create new, better-equipped fighting units. 



View more terrain. Place units in formation and monitor 
strategic movement with the unique 200m mode. 

Centuries ago, in another world, a great 
civilization crumbles. And in the ensuing 
void, four former slave clans are set free 
to battle for rule of the planet. Now 
you command one of the alien clans 
and create your own customized units 
in a brutal struggle for power. In this 
real-time strategy game, the strong 
survive. The meek die. Coming winter 1998. 
www.warbreeds.com 



CIRCLE READER SERVICE #289 






THEJ?URnilYNAM 
projects ■ p.zr 

Embark on an urgent time-travel mission and visit the lost worlds LLVJ 
of Shangri-La, El Dorado and Atlantis in a quest to save mankind. QP ' 
Legacy of Time , a new CD-ROM adventure coming in December. : 1 


www.JourneymanProject3.com 

©1997 Brodcrbund Software, Inc. All rights reserved. The Journeyman Project is a trademark of P 
Legacy of Time and Red Orb Entertainment are trademarks of Broderbum! Software, Inc. 


Studios. Presto Studios is a registered trademark of Presto Studios, Inc. 



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A new overhead perspective on 3D action 
in a post-nuclear world from Raven" Software. 
Coming this October. 


WarBrbedS 

A real-time strategy game of genetic 
conquest where only the strongest survive. 
Coming winter 1998. 


TritJ?URntYMAri 

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The next thrilling installment in the 
highly acclaimed time-travel adventure series 
from Presto' Studios. Coming this winter. 


©1997 Broderbund Software, Inc, All rights reserved. Red Orb Entertainment Is a trademark ol Broderbund Software, Inc. 




CGW Gives You All the Top-Secret Info on the 


Removing my trenchcoat, 

I sat down at the PC and 
clicked on the .WAV file icon. 


“Good morning, Mr. Atkin. Your mission, 
should you choose to accept it, is to infiltrate 
the Electronic Entertainment Expo, also 
known as E3. Go behind the scenes, enter 
the back rooms, and tag along closely behind 
key developers as parties wear on and lips 
begin to loosen. You must bring back the 
scoop on what’s in store for gamers this fall 
and beyond. As always, should you or any of 


your CGW force be captured or killed, your 
superiors will disavow any knowledge of your 
existence. Good luck, Denny. This hard drive 
will format in five seconds.” 

Johnny's assignments were always a 
mixed bag. Certainly, we had an exciting 
mission ahead of us but, as my drive start- 
ed grinding away, I steeled myself to install 
Windows 95 yet again. 


I gathered the team and made plans to 
go to Atlanta. If anyone could pull it off, it 
was this group. Agent Chin, action and 
strategy expert, had the youthful energy to 
check out the more than 50 real-time 
strategy games on display in only three 
days. Agent Green, master of vocal dis- 
guise, could slip into adventure/RPG and 
sports presentations unnoticed. Agent 
Salvator, the hardware expert and under- 
cover mole, would dig into cases and see 
what gamers would expect in next year’s 
game rigs. Agent Panther, our operative 
from MI5, could ferret out even the most 
puzzling games. Our multimedia expert, 
Operative Anderson, would seek the demos 


SEPTEMBER 1997 


ccw 






New Games for Faff-NoMy Does It Better 


that would show the real truth. General 
Coleman would gather military intelligence. 

I’d provide air coverage, and the infamous 
Mr. Wilson would be out front, using his fame 
and wit to distract the crowds while the rest 
of the team worked its magic. 

Upon our arrival at the show, we found 
that our mission was going to be so easy that 
it would be difficult. That is, the number of 
enticing games on which to gather information 
seemed to be at an all-time high. Although 
there were few standouts, for once there were 
also very few obvious dogs. Instead, dozens of 
quality games were in the works. It was going 
to be an interesting show, and an interesting 
year ahead for CGW readers. 


The trends were easy to pick out. A large 
percentage of games were being shown on 3D 
cards, especially 3Dfx cards. Games with multi- 
player support were abundant, some of which 
even had a good balance of single- and multi- 
player features. First-person action, real-time 
strategy, and simulations were the genres of 
choice, far outnumbering the rest. And people 
were still trying to determine the formula for 
making money from Internet gamers. 

The usual company shifts had occurred 
as well. Activision, a company seemingly fad- 
ing away only two E3s ago, had a huge booth 
that was packed with attendees and a life-size 
giant robot. Eidos Interactive, a bit player in its 
days as Domark, stole the show with its Lara 


Croft look-alikes, 3D sims, and action games. 
And MicroProse, a company that's had a 
rough few years, hit the show with its strongest 
lineup since its heyday in the late 1980s. 

In all, it was a successful information grab. 
The folders that follow provide the vitals on 
more than 100 of the hottest titles shipping in 
coming months. The only possible gaps in our 
data are the ETAs. Previous missions have 
shown that even our most informed sources 
are sometimes too optimistic, and a game 
planned to ship in November is just as likely to 
be available just in time for spring break. 

The intelligence that follows is broken 
down by genre. This magazine will biodegrade 
in 73 years. —Denny Atkin 


SEPTEMBER 1997 CCW 





v- 


Omen: Legacy of Kain 
and Crystal Dynamics 
arc trademarks of 
Crystal Dynamics, Inc. 
© 19%, 1997 Crystal 


Gory Combat Action: Brimming with 170 horrifying 
enemies and 21 demented spells — each with a unique 
bloody graphic. 


/Ml other trademarks 
and trade names arc 
properties of their 


Epic Production: A staggering 100,000-plus screens 
and 120 hours of blood-spraying adventure enhanced 
with 25 grisly minutes of full-motion, 3-D animation. 





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AcliVisioN 



iixplore the carnage 
at wvw.actiytijbn.com, 
or vnnv.efystitld.eom- 


CIRCLE READER SERVICE #145 


BI^OOD OA^LEN 


Epic RPG for the PC. Coming this Fall. 


Vampire Bloodiest: Drink the blood of your victims, 
then morph into one of four sinister forms to escape 
— vampire, wolf, bat or mist. 


ffjau tm 
almost 
taste it* 





You were once an innocent man. But having been 
brutally slain and banished to Hell has put a bad 
taste in your mouth... You are Kain — damned to 
the savage existence of a vampire for all eternity. 
Revenge consumes you as you journey through the 
depraved lands of Nosgoth in search of your 
murderers. Quench your desire for vengeance with 
the blood of innocents in real-time. Morph into 
Wolf, Bat, Vampire or Mist to slaughter those who 
stand between you and those who wronged you. 

Revenge. ..nothing is sweeter than the 
blood of your enemies. 




SNEAK PREVIEW: QUAKE II 




by Elliott Chin and V. Long 


T his year, we scoured the E3 
show Boors with a mission: 
to strip away the chaft and 
find the best upcoming 
games to teed your gaming 
hunger tor tail. What we 
' found was a bevy ot fantastic- 
looking games spread throughout the 
genres, but the game we kept coming back 
to— the PC game with the biggest crowds at 
the sbow-was id’s Quake II. Without a 
doubt, it was the Game of the Show. 

From all indications, both (torn the E3 

demo we played and from talks with the id 

designers. Quake II will push the envelope 
of immersion tight years beyond Quake, 

exceeding all our expectations. True, the 
single-player expectations might have been 

low to begin with, but we’re confident that 

id’s latest masterpiece will be so good that 
it will restore the company’s prominence in 
both technology and gameplay. 


ONCE MORE INTO THE BREACH... 

Quake II, in contrast to Quake, has a 

tighter plot and story-driven missions. Kevin 

Cloud, Quake It’s project leader, describes 
the plot as an aliens vs. humans aflait: 

"Earth is at war with an alien race. We have 
been beaten down for years, and now it s 
time to launch a counterstrike 

[againstthe aliens’ plan- 
et]. Unfortunately, Quake II 
the alien race ..... - 

has a large plan- WlttlOUX d 
etary defense (; ame of 

system that pre- 
vents us from sending 

in any large attack ships. Our 

strategy is to send in thousands ol one-man 
pods in the desperate hope that some will 


get through. As your pod crashes onto the 
planet your adventure begins. 

The game isn’t broken into episodes, 
but rather into three chapters that chroni- 
cle your attempt to disable the alien 
defense system. Chapter one involves 

eliminating the security grid that protects 
the industrial defense complex; chapter 
two deals with destroying the defense sys- 
tem; and chapter three is the final show- 
down with the alien bosses. 


REAL WORLDS, REAL LEVELS 

The levels, far from being 
linear marathon 
- .1 sessions to 

from 1U... eradicate 

doubt.. .the <«y 

u enemy in 

the Show sight, are 

designed to fit the 
chapters. There are approx- 
imately 28-30 levels, categorized into 

-units” consisting of 1-6 levels (although 


in tne power station levers control room. 

most units have only 3 or 4). All lev- 
els within a unit will he connected, so 
you can travel back and forth between 
the unit's levels. 

What’s most compelling is that you II 
have to travel between levels to solve cer- 
tain puzzles, such as deactivating power 

grids and unlocking doors. To guide you 
through the puzzles, there may be a 

portable computer that pops up to provide 

in-game hints. Among the different units 

are an abandoned base, a warehouse, a 
detention center, a security complex, a 

mine, a factory, a power station, a hanger, 
and a lab. These areas will be more func- 
tional than those in Quake, meaning that a 
hangar will look like a Hangar, complete 
with aircraft in storage, and a detention 

center will have cells and guard stations. 

Id is also going tor a unified look in 
quake II. Gone are the schizophrenic levels 
typical of Quake. We're on an alien planet 
now, and everything will be mechanical, 


E3 REPORT 


The Big One 

Id Strikes Back With What Could Be Its Best Game Yet 



CGW 


SEPTEMBER 1997 



Snort Monsters Dirt 

Id is improving their monsters' Al to provide 
greater challenge. Certain monsters, such as the 
Gunner, will duck when fired upon. Some will be 
able to use the same weapons as you, and some 
won’t stop chasing you. The Berserker, in particu- 
lar, is as fast as you, and will hunt you down 
throughout the level. They’ll track you down by 
sight or sound. Even if they can’t see you in the 



darkness, 

, 

“il 

they’ll find 

you if you make noise. 

That also means you 

#• 1 V . 

can hide from a mon- 
1 ster if you keep still. 

That’s in contrast to 



Quake, where the mon- 
sters had an omniscient 



awareness of you. 

the shotgun, 


technological, and futuristic. Quake II is every 
■ as dark and moody as Quake, but the 
ook is much more consistent, both internal- 
ly and with respect to the story. 

more gore 

Quake II will have story, consistency, and 
well-designed missions, but what about 
destruction and mayhem? Al E3, five weapons 
were. working. Quake II has no melee weapon- 
A laser - s P'#ing blaster will lake the axe's place 
as default weapon. The blaster has unlimited 

ammo, bul if you shoot it too quickly it won’t 

cause as much damage on successive shots. 


The second weapon is 
an uzi-like machine gun. 
Firing it on full-auto makes 
the muzzle climb skyward, 
causing your shots to go 
high. Accordingly, you 
need to compensate by 
pushing your aim down. 

The third weapon is 


' • K,uo streetsweeper. You see you 
hands pump the gun to chamber the next 
Shell and, yes, the magazine drum actually 
spins as the shell oets rhamhorort 


unu > y magazine drum 
spins as the shell gets chambered. 

The fourth weapon is a Doom favoriteihe 
chain gun. The longer you fire at full-auto the 
faster the six barrels spin. At top speed, the 

barrels glow white and spew a blistering 2 400 

rounds per minute Id plans to reduce the' 

cyclic rate in the final version, though. 

The most impressive weapon included at ibe 
show uas the rail gun. It Ares a high-powered pro- 
jectile that trails a spiral of transparent blue light 
behind il, Which Slowlv farlpc aura/ /i;u. 


arsenal. There will be a black 

hole generator, called the disin- 
tegrator that shoots out a black 
hole that casts dynamic dark- 
ness, which is essentially 
dynamic lighting in reverse 
Targets hit by the disintegrator 
will fade in and out; successive 
hits will make them disappear 
forever No word yet on how it 
will work in DeathMalch. 

There will also be a grenade launcher 
and a rocket launcher, just as in Quake. 

Though "rocket jumping” was an accident in 

Quake, id is keeping It for Quake II. There are 

also plans to include pipe bombs or proximi- 
ty mines, as in Duke and Scoubge of 

Armagon. Quake ITs BFG is still undecided. 

Quake II will have a new inventory system i 

to organize the collected weapons and items 
You can slick with the default configuration or I 
define your own keys for each item. Multiple 
copies of an item can be picked up and | 
dropped. In DeathMalch, if you already have a I 
rocket launcher, you can pick up a second one [ 
and give it to a teammate. 


J d w or transparent blue lig 

behind it, which slowly fades away (like in the 
movie Eraser). The projeclile is so powerful that it 
can punch 
through multiple 
targets, killing 
them all and 
stopping only 
when it hits a 
wall. 

These 

weapons are 
only the 
beginning of 
Quake ll’s 

RAIL AWAY This is the rail gun, 
one of Quake H's more impres- 
sive weapons. Notice the faint 
spiral of blue light. 


CREATURE FEATURES 

We saw four monsters in the E 3 version 
of the game, all half-organic and half- 

machine. There was the standard Infantry 
Brunt who employed a blaster, and a sleeker 
and taller cyborg called the Gunner. When 

he fired, his right forearm split into three 

Plates that pulled back to expose a blazing 

three-barrel chain gun. The most intimidat- 
ing monster was the ogre-sized robotic Tank 
had four attacks: a laser gun and machine 
Sun on either hand, a rotating rocket launch- 
er mounted on his right shoulder, and a fist 

attack. When it's in melee range or under 
duress, the Tank will hammer the ground 
with his fist, creating a small earthquake that j 
will shake the floor and cause major dam- 
age. The last monster we saw was a cyborg 
torso mounted on a pair of mech-type legs. 

There are more monsters planned for Quake 
II than were in Quake, including a medic who 
can heal (he other monsters. 

Not only are the monsters better-looking than 
those in Quake, they behaw more realistically 
ere are realistic animations for each monster 

when il gets attacked. The animation is so fluid 


SEPTEMBER 1997 


CCW 



that the monsters seem alive It was great to see 

the Gunner grab his left side, drop to one knee 

and break his tall with his left arm when shot. 

When the Tank was shot, his head snapped 

back, and when it came back up, it ws bloody 
and-even cooler— it was missing flesh. 

Indeed, it you keep shooting at a monster, 

it will start to bleed, sport bullet holes, and 

then grimace. All the monsters show different 

levels of damage. This not only adds to the 

realism of the game, but it also gives you a 

visual cue for how damaged an enemy is. 
When a Gunner starts to grimace and bleed 
as bullet holes ventilate his flesh, you know 

he isn't long for this world. 


engine updates 

The engine is also undergoing an 

extreme upgrade. There are transparencies 

On the water and in special effects such as the 
nun); glass and certain other items can be bro- 
ken' and there will be new physics, so that when a 

monster is hit by a rail gun, you'll see him 

explode away from you in a shower of chunks, 
just in an omni-directional shower as in Quake 
Y ou’ll also be able to push monsters and objects. 

Gamers and monsters are now able to 
duck crouch, and crawl. The sky can now 

have orbiting objects (this is key in the space 

station levels). Surface attributes can be speci 

tied so a particular Patch of ground can be 


slippery or rough. There are rotating brushes 

for spinning hallways, rotating doors, and more 

flexible and realistic environments. 

There is also ambient sound for each type of 

room, and much of the music is done by the 

same people who put together the Meltods of 
Destruction CD (their Web site is 

cyber-age.com/qcdmain.fitm!). Designer 

John Carmack is working to implement sound 
radiosity for a more realistic feel. Quake II may 

even support the new 3D sound cards. 

The engine should also allow id to place 

demos within the game, in similar fashion to 


BLACK LIGHT Here is a look at some the 
enhanced lighting for Quake II. Quake's dark 
moodiness is maintained, but the look will be 
more consistent. 


the end cut-scenes in the Quake mission 
packs. Carmack hopes to incorporate in-game 
“movies" at critical junctures in the story (like 
when your sguadmates get overrun by the 

aliens) tor a totally immersive experience. 


Quake II also uses an upoaieu 
QuakeWobld multiplayer code, meaning there will be 
support for 32-player modem, LAN, and Internet 
DeathMatches, and a Netscape plug-in tor joining 
quake servers via Navigator. Added to all this, Qu« 

II is Win 95 only. 

Also, there is a female character in 
Quake II. We don't know the details at this 
point, except that id wants to depict her as a 
combat-ready soldier, not an obscenely pro- 
portioned bimbo. . 

With all these improvements, its no 

longer possible to dismiss id as the has- 

been of action gaming. Ask most anyone 
who was at the show what they thought - 
was the most impressive game, and they’ll 
utter an emphatic "Quake II." With a rea 
plot; logically grouped and story-driven lev- 
els; single-player puzzles; more realistically 
rendered, animated, and thinking monsters, 

and a 30 engine that is second to none, ids 

next game could very well be their best 


TANKS A LOT The mammoth Tank here is firing 
the machine gun, one of his four weapons. Id 
has now added hands to the weapons for a 
more immersive feel. 



YOU HAVE FRIENDS YOU HAUEN'T MET 

DragonRealms is a place inhabited by thousands of friends. They’ll 
share information and help you on your way. As you explore the paths 
and promises, the dark forests and abandoned castles, in your 
journeys and your battles you will never be alone. 


YOU’RE ONLY FIUE MINUTES AWAY 

Download the free software now. In five minutes, you can take up your 
sword and venture forth into the magic of DragonRealms. 


Only $9.95 for a month of play. Try it now and play FREE 
for your first two weeks. 


Created by 


s^asMmuTBomo 

USs&iyc O R P O R A T I O N CIRCLE READER SERVICE 
all rights reserved. Simutronics and DragonRealms are trademarks of Simutronics Corp. 


IMMERSE YOURSELF 

Acquire skills by doing. Customize your character, build your rank, 
status and powers. Immerse yourself in this fantasy world’s vivid 
atmosphere and compelling details, its weather and phases of the 
moon. It's not about rolling dice, it’s about roleplaying. 


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All rights reserved. 


Rtay bra>rthfea/Wdi±lvvMtemfflb 

dragonrealms.net/go/cgw88 






Published by: 


Visit your local retailer to obtain a copy or visit the 
Interactive Magic Web site for additional information. 

http://www.imagicgames.com/cgw/f16 CIRCLE READER SERVICE #171 


Developed by: 







§ 

hH 

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3 


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cc 

02 

o 

fi 




hottest games at E3, the most 
discovery was the Quake II tile. Id, very 
mindful of the criticisms leveled at Quake, 
is trying to make this version a better sin- 
gle-player game. Carmack and company 
are also attempting to make this a true 
sequel, unlike Doom II, which was an 
expansion, at best. 

Graphically, the game is a drastic 
enhancement over Quake. There are better 
lighting effects, more animations for the monsters, amazing 
special eflects, and all-around improved graphics. 

All the monsters in Quake II are new, as are the weapons 
and levels. Nothing remains from Quake. The game is also more 
mission-based. Rather than having linear levels, as in Quake, 
where the object was to simply run lull-tilt through a level and 
blast everything in sight, Quake ll’s levels are more flexible. You 
can go back and forth between levels, so you can leave a level- 
even if you haven’t finished it-and go back later if you want to 
clear it out or look for an item. 


Quake II has the QuakeWorlo muupayei cuue, wumi 
for 32 player DeathMatches and modem, serial, LAN, and 
Internet play. It also has built-in support for joining Quake 
servers via your Web browser. 

For more on Quake ll’s amazing new graphics, effects, and 
all-new monsters, levels, and weapons, check out our Game ol 
the Show preview for an in-depth first look from E3. 

Contact: id Software/Activision, (310) 255-2000, 
www.actiuision.com 

ETA: October '97 


HALF-LIFE 


HEXEN I I 


Briefing: Half-Life was a surprising gem at this year's E3. It is 
the debut game from Valve, a startup company whose members 
have worked on Duke Nukem 3D and Quake mods. Half-Life uses 
the enhanced Quake engine, which, combined with Valve’s own 
enhancements, gives it a beautiful look, on a par with Sin. 

The game boasts real-world environments and an exception- 
al Al. In one of the game’s rooms in the E3 demo, we saw a sci- 
entist and security guard having an argument. During the game, 
eavesdropping on such conversations provides you with valuable 
information. More characters populate the world in order to simu- 
late a more realistic environment. Except for a few restricted 

areas, Half-Life’s game 
world is also free-roam- 
ing, rather than broken 
into linear levels. 

Half-Life’s Al is 
impressive. In one 
demo, we saw a four- 
man commando squad 
employ surround tac- 
tics to trap our player. 
When one commando 
was hit, he cried for a medic and ducked behind some crates 
for cover. Watch for a full preview in an upcoming issue of 
Computer Gaming World. 

Contact: Sierra Online, (800) 757-7707, www.sierra.com 
ETA: November '97 



Briefing: Hexen II is an amazing game, with beautiful graphics and 
environments that appear as real-life as you can get. In this continu- 
ation of the Hexen saga, you can play as Necromancer, Assassin, 
Crusader, or Paladin as you try to conquer or destroy the evil ser- 
pent rider Eidolos. 

You'll travel to four 
different worlds, 
with levels arranged 
in hubs, as in previ- 
ous Hexen games. 

The game features 
such graphic 
improvements as 
transparent mon- 
sters, stained glass 
windows, and a host of other enhancements that all the Quake- 
based games share, such as rotating brushes. Breakable objects are 
also abundant in Hexen II; everything from windows to barrels to 
carts to grazing sheep can be targeted and destroyed. In some 
cases, clues and objects might be hidden behind bookcases or in 
vases. With its amazing graphics, incredibly gory weapons, highly 
interactive environments, and requisite Quake multiplayer support, 
Hexen II looks ready to possess the rabid spirits of action gamers 
this fall. For a more in-depth preview, check out our June 1997 
Quake Killers issue. 

Contact: Activision, (310) 255-2000, www.activision.com 
ETA: September '97 



ccw 


SEPTEMBER 1997 






JED I KNIGHT 


Briefing: Ritual 
Entertainment, formerly 
known as Hipnotic, explod- 
ed onto the gaming scene 
several months ago with 
the release of the Quake 
Mission Pack No. 1: 

Scourge of Armagon. It 
added obvious improvements to the Quake theme, such as more traps 
and better level design, and subtle enhancements such as dynamic 
bullet holes in walls, great new weapons, and better Al. Now, Ritual is 
licensing the enhanced Quake engine to create its own game: Sin. 
Ritual is making its own enhancements to the Quake engine, including 
16-bit lighting, that make Sin look every bit as good as Quake II. Also, 
Sin is designed along mission, rather than level, lines. That means 
you are given goals that require you to traverse several levels before 
completion. The story behind Sin has you tangling with an evil corpo- 
rate tycoon named Alexis Sinclair. You also have a hacker sidekick 
who tags along and provides you with clues on your missions. If 
Armagon is any indication, Sin could be a must-have action hit. Stay 
tuned for a full preview in an upcoming issue of CGW. 

Contact: Activision, (310) 255-2000, www.activision.com 
ETA: Q1 '98 



UNREAL 


Briefing: Our agents report that Unreal is indeed close to comple- 
tion. The engine is running smoothly, with great animation for the 
monsters, impressive lighting effects, and transparencies in stained- 
glass windows and murky water. The game looks good, but is as dark 
and moody as Quake was. As either a female or male character, you 
start out imprisoned on a slave ship. After escaping, you travel to lev- 
els that range from the innards of derelict space ships to alien cloud 
cities to mine shafts. 

Epic plans to implement multiple puzzles and a variety of cool 
weapons. The best weapon in Unreal’s E3-arsenal is a two-pronged 
weapon that 
fires a spinning 
blade that can 
be guided with 
a flick of the 
mouse. 

Unreal’s 
game editor is 
perhaps the 
game's coolest 
feature. The edi- 
tor will ship with 

the game, and is an object-oriented editor that gives you the ability to 
create the same caliber of levels as the Unreal designers. 
Unfortunately, only the shareware editor will be released with the 
game. The full Unreal editor will retail separately. 

Contact: GT Interactive, (212)726-6500, www.gtinteractive.com 
ETA: Fall ’97 




Briefing: This game was 
one of the highlights of last 
year's show, with 3D sup- 
port and graphics that sur- 
passed the unaccelerated 
Quake. Unfortunately, this 
year, Jedi Knight sports that 
same engine, which means 
its graphics have now been surpassed by 3D-accelerated Unreal, 
Quake II, and the other QuAKE-based games. However, between this 
year and last, LucasArts has been improving gameplay and finalizing 
the code, as well as implementing Internet play. As a Jedi in training, 
you play through levels as they are unveiled through cut-scenes. You 
face such familiar enemies as Storm Troopers and Gamorran pig 
guards, and you can employ various Star Wars weapons, including 
the ultimate weapon: the lightsaber. Plus, up to 12 Force powers are 
available, which range from invisibility to superspeed to Darth Vader’s 
infamous choke. Jedi Knight comes with Internet play, in addition to 
the standard multiplayer options. The game can be played in either 
first- or third-person view, and in third-person the breadth of animation 
is extensive, with animation for everything— including looking up, 
side-strafing, and sideways swimming. 

Contact: LucasArts, (800) 985-8227, www.lucasarts.com 
ETA: September '97 


TRESPASSER 


Briefing: Dreamworks is reviving Site B as the backdrop to their 
Jurassic PARK-based action/adventure title. Steven Spielberg himself 
heralds 
Trespasser as 
the digital 
sequel to The 
Lost World. 

You are 
stranded on 
Site B (the 
island where 
all Ham- 
mond's dinos 

are bred), and your goal is to get off the island. In the process, you’ll 
face many dinosaurs and real-world puzzles and environments. You 
only have what is available on the island to fend off the saurian men- 
aces. But everything in the environment is available, just as in real-life. 
You can break off a branch from a tree for a club or roll a barrel down 
a hill to stop a chasing raptor. Dinosaurs act (and react) with intelli- 
gence, which means you might not have to fight them if you can out- 
wit them. Trespasser promises to deliver not only a visceral gaming 
experience, but also the most realistic environment of any game 
world, where thinking and observing are every bit as important as 
playing. For a full preview, read our March 1997 CGW cover story. 
Contact: Dreamworks Interactive, (310) 234-7000, 
www.dreamworksgames.com 
ETA: Winter ’97-’98 




CGW 


FOR YOUR EYES ONLY 






./wr 





□ A 1 KATANA 


Briefing: Daikatana’s gameplay is story-driven, with 
puzzles and interactive environments, as well as dia- 
logue (courtesy of your two traveling companions, 

Mikiko Ebihara and Superfly Johnson). You play Hiro 
Miyamoto, a Japanese sword-swinger who wields a 
mystical daikatana that has time-traveling properties 
and a host of combat abilities. The game is split into four episodes crossing four time peri- 
ods: far future, ancient Greece, Middle Ages, and near future. Each time period has its own 
distinct look, monsters, weapons, and level design. There is an experience system of sorts 
in the game, as your abilities with the daikatana will increase the more you use the sword. 
You are also awarded experience points as you advance in the game, which can be distrib- 
uted across various abilities, such as speed and strength. Designer John Romero hopes to 
make this the best single-player experience yet in an action game, but he also is deter- 
mined to bring innovation to the multiplayer arena. For more on Daikatana, read our June 
1997 Quake Killers issue. 

Contact: Eidos, (415)547-1200, www.eidosinteractive.com 
ETA: November ’97 


TOMB RAIDER 2 \ 


Briefing: Lara Croft is back for her second 
adventure in Tomb Raider 2. This time, she 
is after the Dagger of Xian, a Chinese arti- 
fact that will bestow the “power of the 
Dragon" onto any who plunge the blade 
into their heart. To retrieve this artifact, Lara 
has to battle Tibetan monks, the Chinese 
emperor’s guards, and the cult members of Fiama Nera, who worship the dagger. 

There are more human opponents in Tomb Raider 2, rather than animals, as was the 
case in Tomb Raider. The new game features outdoor settings, including Tibet, the Great 
Wall of China, and the city of Venice. The changes to the game's look are mostly cosmetic, 
since the engine stays the same. Lara now sports different clothes depending on her locale: 
a coat in Tibet and a wetsuit in the underwater levels. She also has new weapons, new 
moves, and all new levels through which to traipse. 

Contact: Eidos, (415)547-1200, www.eidosinteractive.com 
ETA: November '97 


INTERSTATE ’77 


Briefing: Taurus is on the road again in Activision’s 
upcoming Interstate ’77, “an epilogue" to Interstate 
'76. The engine remains the same, but the premise 
and storyline are different. In the aftermath of 1-76, 
the U.S. economy is still in ruins, and a Vietnam vet 
named The General is pushing to instigate World 
War III by using Mexico’s illegal oil smuggling as an 
excuse. As Taurus, you'll have to thwart The General and end the illegal oil trafficking. 
Improvements in the game include faster frame rate, incremental saves (to allow you to save 
at any time), and Direct3D support for all major 3D cards. There are also new cars and new 
weapons. The new multiplayer maps also include several all-racing maps for those who 
would rather match speed than guns. 1-77 will ship at a low price-point, like an expansion 
set, but won’t require you to own Interstate 76. 

Contact: Activision, (310) 255-2000, www.activision.com 
ETA: Fall ’97 


Cndc Fox Entertainment’s 3D platform- 
gjme Croc is. nearly identical to Nintendo's 
mfierpiece MAR!0:64’.' As a lovable little 
crocodile, you waddle, jump, and tail-slap 
yijur way Ihrbugh 50 feels, facing puzzles, 
traps, and monsters in a variety of terrain. 

You need a 3D card to savorthis game's 
most sumptuous graphics. 

First Contact FinsrCoNDtcT is a game 
that Trekkies’and action fans will -want to play. 
MicroFtrose is putting out, the game, which is 
based oh the movie and uses the Unreal 
engine. As a more action-oriented game (as 
opposed to' Generations, the adventure 
game), you have to retake the Enterprise E 
aftefjt's been bparded by tbe Borg. 

Shadows of the Empire Shadows, a 
Nintendo Bititle arriving this fall on the PC, ■ 
had nearly a dozen levels ot varying game- 
play that run the gamut from DooM-style 
shooting to rail sequences to snowspeeder 
shoot- 'em-up action.' It requires a:3D accel- 
erator to play/but.has gorgeous graphics 
equal to the N64 version. 

Oddworld: Abe’s Odovsee Abe's 
Oowsee should turn side-scrolling on its 
head with a highly imaginative story, ctiarac- 
ters, and gameplay. You control Abe, who 
negotiates a vivid 3D environment filled - 
with’ nasties using audio queues and the 1 
power ot possession. The game features 
beautiful art and animation, and it should . 
appeal to a variety ct players. 


Twinsen s Oddysev 


Twinsen’s Odyssey Twfeai’s is the 
sequel to Relentless, the 3D action/adven- 

i tur’e from Adeline Jhat was CGW% 1994 
adventure game ot the year. Whether you 
j- . consider TwitisEN'slaction or adventure (it 
I has heavy elements of both), it is an undeni- 
f ably fun game You converse with a variety 
of characters’ and jump and fight your way 
i through dozens ol levels in this litaio-esque 
platformer. See our June 1 997 issue for a ? 
tuli breview. 


'additional intelligence' 








It takes more than a team of computer engineers to create r 

Vsr-''- - 

the ultimate flight simulator. It takes a sense of childlike 
wonder, forever gazing skyward, to 
l_J go beyond mere flight re-creation 

and capture the magic of flight itself. Never before has 




!5Ts a single flight si m u lator captured this experience so 



completely. Here, you'll find the broad strokes and the fine touches. You'll 
choose from a hangar of five civilian aircraft, ranging from the intro- 




PRE-FLIGHT CHECKLIST 

□ CROSS-COUNTRY NAVAID COVERAGE Q FLIGHT TUTORIAL 

□ GLOBAL ROSITIONING SYSTEM □ OVER 3,000 AIRPORTS/ 100'S OF CITIES 

□ AIR TRAFFIC C0NTR01 □ DUAL THROTTLES FOR MULTI-ENGINE AIRCRAFT 

□ EVALUATION FLIGHT ASSIGNMENTS □ LIVE ON-LINE MAF DISPLAY 

□ PHOTOREALISTIC PANELS □ 11 MILLION ELEVATION POINTS 




ductory Cessna 172 Sky hawk 
to the dual-throttled thrill of 
a Citation Jet. At the other end 
of the runway are 29 photo- 


Dynarrix • 



realistic cities and over 3,000 airports, each rendered in 
exacting detail. All major rivers, forests and canyons are 
afforded such faithful geographic 
representation they could double as a 

map. V/ithin 25 nautical miles of any city, the flying world is 
rendered with lifelike realism. You'll hear from Air Traffic 





Control and other pilots, and learn to navigate the sky with 
the close company of other planes. Then, upon touchdown , 
debrief and compare your performance to over 30 full-motion 
training videos. This is Sierra Pro Pilot: The Complete Flight 
Simulator. Both a statement of what a flight sim should be 
today, and the promise of what one can be tomorrow. SIERRA 



© 1997 Sierra On-Line, Inc. All rights reserved, (i 


M designate trademarks of, or licensed to Sierra On-line, Inc 
CIRCLE READER SERVICE #359 


www.sterra.com 



SOME KILL FOR 


16 MULTI-LAYERED^ I p ’ • 
ARENAS OF COMBAT ,S- 
contain hidden rooms and secret levels for 
a vicious challenge at every turn 

TRANSFORM INTO YOUR ' 

and steal their powers for any hope of survival 

A FUTURISTIC WEAPON M| ||iK % 

housing the most lethal weaponry ever made 


blast fest, 5S 

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LAN/MODEM/INTERNET SUPPORT ON PC 
AND 2-PLAYER SPLIT-SCREEN DEATHMATCH 
OR COOPERATIVE MODE ON PLAYSTATION™ 


PlawMACHaNEHUNTER 


Download the demo at 
www.machinehunter.com 


10 DEADLY CLASSES OF DROIDS oath 
devastating than the last 


THE ULTIMATE COMBAT CHALLENGE you must first 
waste the enemy - then take over their bodies and 
use their powers to (rush even deadlier opponents 


EUROCOM 


Licensed by Sony Computer Enletloinminl Americo (or uro with the floySlolion gome console. PloySlolion and the PlayStation logo ore Irodemarks ot Sony Computer 
Enlertoinmenl Inc. Windows is u registered trademark ol MICROSOFT CORP. MACHINE HUIIIER™ © 1997 Eurotom Developments lid. All Rights Rescued, 
Design © 1997 MGM Home Enteitoinmenl Inr. All Rights Reserved. Distributed by MGM Home Entertainment Inc.. 2500 Broadway Slteel, Sonia Monica, CA 90404-3061. 

CIRCLE READER SERVICE #163 




PlayStation 






Throttle. This, the third installment of the 
classic Monkey Island series (last visited in 
1992), puts you once again in the role of 
mild-mannered pirate Guybrush Threepwood, 
who must remove a curse from Elaine Marley, 
his true love, and save her from the clutches of U riost 
pirale LeChuck. Though Ron Gilbert, designer of the first two 
games, is gone, Curse is in the able hands of longtime 
LucasArts developers Jonathan Ackley and Larry Ahern, who 
most recently worked on The Dig and Full Throttle, respec- 
tively. Based on what we've seen so far, The Curse of Monkey 
Island looks like it will deliver everything we’ve come to 
expect from a LucasArts adventure: outstanding animation (in 
glorious 2D!), clever story-based puzzles, great voice work 


(including some from former child-star Gary Coleman) and 
of course, hilarious dialogue. While most games' branching 
conversation trees tend to be exercises in torture, conversa- 
tion is always the highlight of LucasArts adventures, and The 
Curse of Monkey Island will be no exception. If you're as 
bummed as we are about the current state of adventure 
games, cheer up: This promises to be a great one 
Contact: LucasArts (800) 985-8227, www.lucasarts com 
ETA: Fall '97 


STAR TREK: 

SECRET OF 

VULCAN FURY 



Briefing: Fans of the original Star Trek will be thrilled to 
know that not only are Kirk, Spock, and the rest of the crew 
coming back for seven more episodes — in the form of a 

graphic adventure 
game-but the sto- 
ries are actually 
being penned by 
D.C. Fontana, the 
writer of a number 
of classic Trek 
episodes. Set in the 
23rd century, 

Secret of Vulcan 
Fury centers around 
a Vulcan-Romulan 
reunification, with each episode focusing on (and allowing 
you to play) a different member of the crew: Kirk, Spock, 
McCoy, Sulu (whom you play twice), Chekov, and Scotty. The 
game will be completely 3D-rendered (no video), with voice- 
acting from all of the original cast. This is an opportunity, in 
the words of one of the game’s designers, for Fontana to 
“write the episodes she never got to write" for the TV show. 
For Trekkers, it sounds too good to be true. Here’s hoping that 
Interplay can pull it off. 

Contact: Interplay (714)553-6655, www.interplay.com 

ETA: Classified 



WARCRAFT ADVENTURES: LORP| 

OF THE CLANsH 


Briefing: They've conquered the strategy and RPG genres, and 
now the Blizzard wunderkinds are taking on adventure games in 
their newest title— and only a fool would bet against them. As most 
gamers know by now, Warcraft Adventures: Lord of the Clans con- 
tinues the story of the epic clash between ores and humans, as told 
in the Warcraft strategy games. But Clans shifts the battle to an 
adventure game setting. The game picks up where Warcraft II: 
Beyond the Dark Portal left off (on the human side), with the ores 
completely beaten down. You play the part of Thrall, a young ore 
slave who must escape his human captors, reunite the scattered 
orcish clans, and 
lead them once 
more to triumph. 

Featuring classic 
LucasArts-inspired 
2D animation and 
professional voice 
talent, Lord of the 
Clans promises to 
flesh out the world 
of Azeroth in a 
way a strategy 
game couldn’t have 
can’t wait to see it. 

Contact: Blizzard (310) 793-0600, www.blizzard.com 

ETA: Christmas ’97 



done. It’s a bold move by Blizzard-and we 


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SEPTEMBER 1997 


ccw 



FOR YOUR EYES ONLY 





BLADE RUNNER 


Briefing: The movie is 15 years old, and the game has 
been in development for a while, but now it looks as 
though Westwood is finally making some serious 
progress on Blade Runner — which was the most stun- 
ning-looking adventure game we previewed at E3. Set in 
Los Angeles in 2019, Blade Runner puts you in the role of 
a blade runner named Ray McCoy (not Harrison Ford’s character), who’s attempting to deal with a 
mysterious upsurge of replicants. Whether to kill the replicants or help extend their lifespan is just 
one of the many choices you’ll make throughout the game. Characters are randomly assigned as 
human or replicant every time you play, meaning the game won’t play the same way twice-a rarity 
for an adventure game. Like the film, though, the highlight of the game, at least from what we saw 
at this point, is its amazing visual look. The awesome 3D graphics, replete with realistic lighting and 
environmental effects like smoke and steam, perfectly recreate the film’s futuristic, noirish look. 
Contact: Westwood Studios (702) 228-4040, www.westwood.com 
ETA: November '97 


ZORK GRAND 1 NQU I S 1 TOR 


Briefing: Activision's latest entry in the long-running 
Zork saga has the makings of being the best since 
the series’ conversion from text to graphic adven- 
tures earlier this decade. While Return to Zork was 
just too goofy, and Zork Nemesis was overly serious, 

Zork Grand Inquisitor may hit just the right balance, 
as the development team tries to recapture the essence of what made the old text adventures 
so great: brain-wrenching puzzles coupled with a comic, yet engrossing, story. Zork Grand 
Inquisitor returns you to the Great Underground Empire in the year 1067, where you find that 
an evil dude calling himself the “Grand Inquisitor” has taken over and banished the practice of 
magic. You'll need to travel back in time, along with the Dungeon Master (now imprisoned in a 
lantern) to sites from previous Zork games to recover legendary treasures that will help restore 
magic to the land. With superb graphics, a new spellbook, and a strong tie-in to previous 
games, Zork Grand Inquisitor should appeal to old and new fans alike. The best news is that 
this is just the first in a projected trilogy of games. Long live the Great Underground Empire! 
Contact: Activision (310) 255-2712, www.activision.com 
ETA: Fall '97 


STARSHIP TITANIC 


ADDITIONAL i NTE L L 1 GENCE 

Sierra is calling Mask of Eternity the 
latest in the King’s Quest series, and it is 
being written by Roberta Williams, but 
we're not sure how much of an adventure 
game ills. In an attempt to expand-tbe 
game's audience, Sierra is transforming 
one of the oldest adventure series into a 
3D adventure/action game, complete with 
combat The engine looks extiemely cool, 
and Roberta Williams always tells a great 
story— so who knows? They just might 
pull this oft. ' 

Take Two has taken on Jack The Ripper 
and Derek Smart-now they're ready for 
another horror story in Black Dahlia. 

: Inspired by-The real-life, unsolved murder of 
Elizabeth Short in Los Angeles in 1947, 
Black Dahlia puls you In tlie role of an 
! agent on a global search tor a barbarous 
serial kilter, The video-based adventure fea- 
tures the acting talent of Dennis Hopper, 
and since we're scared of htm, well-say we - 
■ like the garrle for now. 

Virgin’s Circle of Blood was one of our 
favorite adventures last year, but ft never 
seemed to catch on. Fortunately, Wgin Is 
dying again with a sequel, Broken 
Sword: The Smoking Mirror, Which 

[ brings back George Stobbard and Nico for 
another round ol international intrigue in 
stunning 2D animalion. 

Finally, we can't get away without men- 
! lioning Riven: The Seouel to Myst 
j Love it or hate it. Myst is a computer 
I gaming phenomenon, and we, along with 
|, everyone else, will boot up the sequel 
| when it finally ships this winter. What can 
f the Milter brothers do with ten limes the 
budget of Myst? And will CGVt give the 
game a fair chance? Stay tuned tor 
' answers to these and other mysteries ... 


www.simonsays.com 
ETA: October ’97 


Briefing: After making a couple of classic text adventures for Infocom in fhe early 1980s, world- 
class author Douglas Adams hitchhiked straight out of the computer gaming galaxy, seemingly for 
good. At long last, he’s resurfaced — and not a minute too soon. Adams’ return to gaming is 
Starship Titanic, a goofy science-fiction romp that would make Arthur Dent feel right at home. 

Penned entirely by Adams, the slory involves a gigantic starship from an unknown galaxy lhat takes 
off on its maiden voyage-and crashes right into your home. You board the ship and encounter all 
sorts of characters, including malfunctioning robots and a deranged parrot (played by Monty Python 
alum Terry Jones!). With beautiful graphics, Starship 
Titanic transports Adams squarely into the ’90s, but 
isn’t without some old-school gaming, either. The 
game features a comprehensive text parser that lets > 
you type in conversations with the game's charac- V 
ters— a perfect showcase for Adams' gargantuan wit. 
Contact: Simon & Schuster Interactive, 




I 


IDIju lilcinh Jump IDanij? 



CIRCLE READER SERVICE #365 




mutilator. 


if the dark. 







FRESH FRDH1 THE EREHTDR5 
DF DUKE nUKEm 3D 


Shadow Warrior'" © 1997 3D Realms Entertainment, Inc. Lo Wang and his likeness are tademarks of 3D Realms Entertainment. Inc. 
All rights reserved. Published and distributed by GT Interactive Soltware Corp. TEN™ and the TEN™ logo are trademarks ol Ihe T.E. 
Network, Inc. All other trademarks are Ihe properly ol their respective companies. 


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DOSSIER THREE: RPG 




Briefing: Chances are you've heard of 
this one before. The great news is that 
despite all sorts of rumors, setbacks, tech- 
nical hurdles, and demands from impatient 
gamers and game journalists, Ultima 
Online is forging ahead at full speed. 

Where it will be by the time you read this is 
hard to say but, at press time, Phase 1 of 
the public beta test had just been complet- 
ed and Richard Garriott— Lord British to 
you-was more than satisfied with the results. Though Ultima 
Online won't be the first (or last) multiplayer online RPG on the 
market, it's by far the most highly anticipated, and the one most 
likely to really take over our lives. The online world of Brittania is 
going to feel so much like a real world-with a dynamic environ- 
mental and economic system, a continuously evolving social 
structure, and more-that many of us aren’t going to be able to 
tell the difference. At E3, we watched our character improve his 
tailoring skill, find some cloth, and then make his own shirt. This 


is a tiny thing, of course, but it's an example of the level of detail 
that Origin is investing in this game. The skill-based character sys- 
tem (with 44 skills), the 64 spells, the macro system (which lets 
you automate virtually any action in the game, such as setting 
standard text strings)-ifs all coming together beautifully. Ultima 
Online is by far the most anticipated role-playing game in years. 
We can’t wait to see you there. 

Contact: EA/Origin, (800) 245-4525, www.ultimaonline.com 
ETA: Classified 


RETURN TO KRONDOR 


Briefing: The official sequel to Raymond E. Feist’s classic 
Betrayal at Krondor was our top pick in last year’s E3 roundup— 
but now it looks like it’s finally back on track for an early ’98 
release. Set in 
the fantasy world 
of Feist’s best- 
selling novels, 
Krondor’s best 
feature is the 
author himself. 
Unlike some 
game licenses 
managed by 
clueless market- 
ing weasels, 
Feist-a hard- 
core gamer himself— is directly involved in almost every aspect 
of the game’s creation. Return to Krondor takes us back to 
Midkemia, where you must recover an ancient religious artifact, 
the Tear of the Gods, stolen from the Ishapian Church. The game 
features a brand-new 3D engine, a detailed turn-based combat 
system, an alchemy system for creating spells, and a trap system 
that will test your thievery skills. The 10-chapter story promises to 
tell the kind of engrossing fantasy tale that Feist fans have come 
to expect. Let’s just hope the ship date isn’t a fantasy too. 
Contact: 7th Level, (972) 498-8100, www.7thlevel.com 
ETA: January ’98 


MIGHT & MAGIC VI 


Briefing: Over the last two years, New World Computing had taken a 
break from their franchise RPG series to develop the addictive Heroes 
strategy games. 

Now series creator 
John van 

Caneghem and the 
New World team 
are returning to 
their roots with 
Might and Magic 
VI: The Mandate of 
Heaven, the most 
ambitious entry to 
date. Set in the Heroes world of Enroth, Might and Magic VI concerns 
the disappearance of King Roland and the subsequent chaos that 
befalls the land. You’ll man a party of up to six characters, attempting 
to put things right. New World has built a new 3D engine that will pro- 
vide a completely immersive, first-person perspective. Might and 
Magic Vi’s world will be a constantly evolving one, with events occur- 
ring whether you act or not. The game will include dozens of nonlin- 
ear quests, hundreds of NPCs who will freely travel through the world, 
and dungeons and forest that will repopulate with monsters. If World 
of Xeen looked a little dated to you, fear not: Might and Magic VI is 
right on the cutting edge. 

Contact: New World Computing, (818) 889-5600, 

www.nwcomputing.com 
ETA: October ’97 




ccw 


SEPTEMBER 1997 







LANDS 


ASHERON'S CALL 


■ADDITIONAL INTELLIGENCE 


While UiiW Online gels ail the head- 
lines for finally almost maybe shipping, 

' 3D|’s online world, Meridian 59, is a year 
: old already and is getting ready for a 
major upgrade this fall. Meridian 59: 
Bevelatioh will be a completely new ver-L 
sion; with new. graphics, interface, quests, 
spells, weapons, and NPCs, The world is 
being greatlyenlarged. includlngthe ere-.; 
alion of a new island city open to more 
experienced characters. 

:: Meanvyhiie,. Bill Gales, hot content to 
own most of the real world, is getting set 
to conquer the online RPG world as well. 
Microsoft’s Asheroii’s Call, due to debut 
in early 1998, will be another ihassive 
Internet RPG— playable on Microsoft's 
Internet Gaming Zone— with a continuing, 
persistent world. The game will utilize a 
first person perspective and combat will 
be real-time. One question remains: Will 
Bill Gates roam the world as Lord 
.Windowsia? 




■■■ By the timeyou read this, interplay 
should have their post apocalyptic RPG 
Fallout out the door, anrhwill be shitting 
.gears id a more traditioriai RPG setting: 
TSR’s AD&D world ol Forgotten Realms 
The game, called Balour’s Gate, uses a 
DiASLO-lllib isometric perspective, combat 
is real-lime, and the story (which we're 
keeping mum about right now) will untold 
over eight chapters." 

Finally, the game that many of us are 
I drppling for ^Square's Final Fantasy 
VII, the first PC port o! the RPG series 
that is a phenomenon in the console.gam 
Ing world. At) press time, FFVII was just on 
. the verge ol making its 'American debut 
Lon the PlayStation, but i Square 
spokesperson at E3 'swore we' d see the 
; PC port sometlme in early '98. 


Briefing: Like Uuima and Might and Magic, 

Sirtech’s Wizardry series is another longtime role- 
playing favorite that is making a grand return in the 
coming year. And like those other games, Wizardry 
VIII is going to be showing off a whole new look, with 
a brand-new high-res 3D engine. Wizardry VIII will 
complete the storyline from the previous two games, 

Bane of the Cosmic Forge and Crusaders of the Dark Savant. You’ll still lead a party of six on your 
adventures, which you can either create from scratch or import from Crusaders or Wizardry Gold). 
Sirtech isn’t saying a whole lot about the plot yet, but what they are saying is that they’ve totally 
revised the combat engine to include facing, ranged attacks, and phased turns (no, not real-time). 
They’ve also added area and ranged effects to the spell system, and created new professions and 
skills to master. Check our RPG feature next month, when we hope to get Sirtech to spill more about 
this major release. 

Contact: Sirtech (315) 393-6451, www.sir-tech.com 

ETA: Classified 


GUARDIANS OF DESTINY 


Briefing: Here’s another RPG that we wrote 
about in last year’s E3 roundup that never 
shipped. But, like Return to Krondor, it looks like 
we actually might get to play it very soon. 

Westwood’s sequel to their popular Lands of Lore 
game will again be more of an adventure/RPG hybrid, where you take on the role of one character 
and follow his particular story. Guardians of Destiny concerns the plight of Luther, son of the evil 
Scotia, who suffers from an uncontrollable shape-shifting curse, and must travel through the Lands 
to seek out the magic cure. Throughout the game you’ll learn to master the shape-shifting — which 
can turn you into, among other things, a giant beast and a tiny lizard-and use your new forms to 
your advantage. The game’s combat and spell system look great (the intelligent enemy Al is particu- 
larly cool), but the graphics, due to the game’s long delay, are now a tad behind the times. (Call this 
the Daggerfall Syndrome.) Still, the story and gameplay look strong enough to make Guardians of 
Destiny worth watching. 

Contact: Westwood Studios, (702) 228-4040, www.westwood.com 
ETA: October ’97 


QUEST FOR GLORY 5: DRAGON FIRE 


Briefing: Yet another longtime series returns, looking better than 
ever. Like Lands of Lore, the Quest for Glory series has always 
been more of an advenlure/RPG hybrid, and the new version, cre- 
ated by the series’ designer Lori Cole (along with Terry Robinson) 
promises more of the same gameplay that has enthralled legions 
of fans for years. You play the role ot either a warrior, mage, or 
thief who has been summoned to Silmaria, a city on the island 
kingdom of Marete. Your mission is to help discover who has 

assassinated the king, and to help deal with the horde ot monsters, mercenaries, and-rumor has 
it— a giant dragon that will soon besiege the land. You’ll also need to battle four other competitors in 
a "challenge of seven rites" to prove yourself worthy of taking the assassinated king’s place. QFG 5’s 
new features include a new 3D engine, a more flexible real-time combat system, and, most surpris- 
ingly, multiplayer support for up to eight players over a LAN, modem, or the Internet. 

Contact: Sierra On-Line, (206) 649-9800, www.sierra.com 
ETA: November '97 


SEPTEMBER 1997 CCW 


r 


mmo saia irnoi mi 





Copyright© 1996 3Dlx Interactive, Inc. The 3Dfx Interactive logo and Voodoo Graphics are trademarks of 3Dlx Interactive, Inc. 

Images courtesy of Eidos, Ubi Soft, Criterion Studios, Activision, and Shiny Entertainment. Deathtrap Dungeon, Flying Nightmares 2, Tomb Raider, Lara Croft and her likeness are trademarks of EIDOJ 
Entertainment. © 1997 Shiny Entertainment. Activision is a registered trademark of Activision, Inc. 1996 Activision. Inc. MechWarrior, BattleTech. BattleMech and 'Mech are registered trademarks and 




Get Voodoo. 


PLC © 1997 Eidos. Subculture images are trademark of Criterion Studios. © 1997 Criterion Studios. Pod images are trademark of Ubi Soft. © 1997 Ubi Soft. MDK images are trademark of Shiny 
MechWarrior 2, MechWarrior 2: Mercenaries and MercNet are trademarks of FASA Corporation. All rights reserved. All other trademarks and trade names are the properties of their respective owners. 

CIRCLE READER SERVICE #120 






iisar nut 

iusa.a-j.ii 


■■AvSKA VA 


pms 


FOR WINDOWS® 95 








LEGENDS ’98 


football 


Briefing: We wrote about this game in last 
year’s E3 roundup (when it had ‘‘’97" in its 
title), and we’ve talked repeatedly about how 
great it s going to be— and now our sources 
say Accolade is finally serious about releas- 
ing it this fall. We hope so, because when 
it’s released, it has the potential to be the 
most exciting and original sports game of 
the year. At a time when virtually every 
sports developer is striving to make the 
same game-characterized by the sim guys 
adding arcade play and the arcade guys — 
adding better slats— Accolade is taking its football game lo a 
completely different playing field. Here's tire deal: In addilion lo 
a 1 30 1997 NFL teams, you get lo play with all the learns from 
three other key years in NFL history: 1932, 1950, and 1968 Not 
only can you play older teams, but you can play in their era, 
wilh their rules and their rosier sizes. Are the '97 Packers lough 
enough to lake on the ’32 Bears? And, as coach, which 25 
Packers are you going lo cut to fit the 1932 roster limit’ Along 



with limitless fantasy play, you can also manage one team over 
multiple seasons, design custom playbooks, and, of course play 
football in crisp, beautiful 3D. We've been playing beta ver- 
sions of Legends for months-now we're ready tor the real deal, 
ey Accolade, enough already: In the immortal words of 
Keyshawn Johnson-just give us the damn ball' 

Contact: Accolade, (408) 985-1700, www.accolatte.com 
ETA: September '97 


MICROSOFT BASEBALL 3D 


Briefing: Strike one— it’s Microsoft. Strike two-a 3D accelera- 
tor card is required. But on the third pitch, Microsoft Baseball 
3D takes a Mark McGwire-like swing and belts one way deep. 

With a ton of 
baseball 
games on the 
market, this 
one is drawing 
our attention 
because, 
thanks to Uncle 
Bill's bottom- 
less pocket- 
book, it’s a 

showcase title for emerging gaming technologies-in addition 
to the fact that it looks like a lot of fun to play. The 3D accelera- 
tion will be worth it, as the players are amazingly fluid and life- 
like— unlike some other games, this is not QuAKE-ball. Microsoft 
is also texture-mapping real player faces on the bodies (cool or 
creepy-we’re not sure yet) and providing force feedback sup- 
port to enhance the feel of hitting or fielding a ball. Finally, the 
game will be playable in arcade mode over the Internet through 
Microsoft’s Internet Gaming Zone. With full licensing and a top- 
notch interface, the game looks slick. Now let’s just hope 
Microsoft knows its baseball. 

Contact: Microsoft, (206) 882-8080, www.microsoft.com 
ETA: October '97 


Briefing: EA Sports’ NHL 97 was almost universally hailed for its 
beautiful, cutting-edge 3D graphics, but the game's Al (and bugs) 
left something to be desired, especially for those who actually knew 
something about hockey. This year, the company hopes to spruce 
up the brains of its winter beauty with an entirely new Al. Marc 
Crawford, coach of the Colorado Avalanche, was brought in to give 
the design team a Hockey 101 class, and it is hoped that this will be 
reflected in NHL 98's gameplay, with more realistic offensive and 
defensive coaching strategies. Other new features include an 
Olympic-style international tournament, dubbed “Winter Break 98,” 
that will let you play with 14 international teams; new signature 
moves from the 
top players from 
each NHL team; 
stadium-specific 
audio and visu- 
als; and the por- 
traits of over 500 
players texture- 
mapped onto 
their bodies. EA 
is also providing 

3D acceleration and beefing up its gamepad support. If EA really 
succeeds in making this game as smart as it is beautiful, NHL 98 
will be one killer game. 

Contact: EA Sports, (415) 571-7171, www.easports.com 
ETA: November ’97 




o 

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ccw 






THE NEW BREED OF COMBAT UNIVERSE 



What started as a paper-based, role-playihb 

6AME IS ABOUT TO REACH EPIC PROPORTIONS. 

The Heavy Gear™ universe. Perpetuated by a 

WAR BETWEEN NORTHERN AND SOUTHERN LEAGUES. 

Defined by a superior war machine, the Heavy 
Gear. Brought to life by the producers of the 

#1-SELLING, 3-D COMBAT SIMULATOR OF ALL TIME. 
Heavy Gear. The new combat universe. 



Pilot one of 16 Heavy 6ear 
WAR MACHINES, AS WELL AS 
STRIDERS AND OTHER ARMORED 
VEHICLES. 


The stunning graphics are 
ELEVATED TO THE NEXT LEVEL 
with Direct 3D support. 

(screen shots feature D3D) 


Engage in a brutal war 
PITTIN6 THE NORTHERN AND 

Southern Leagues against 
each other. 


019VDUMiroS9. IK. NO TARGET CARS. Al. HMD « T* HOW CUT OUfftK CttAHD NO OHIO IY DM*I WO 9. IK. ACTIVISION II A RfSIlIItD) ItAMJIU* OF ACTIVISION. IK. 01997 


' ACTIYISIO*. 




: lues ak rroftims i 


I RESPECTIVE ( 



AcfiyisioN 


HEAVY 





FOR TOUR EYES ONLY 


I Jack Nicklaus Online Golf Tour 



NHL POWERPLAY 98 


Briefing: Virgin Interactive's NHL Powerplay '96 
debuted last year to surprisingly good reviews, and 
became (he game for serious hockey Ians who felt 
burned by market godzilla NHL 97. The one bum- 
mer with the PC version was that it was 2D-only, 
while the Sega Saturn version offered 3D polygo- 
nal players. This year's model, NHL Powerplay 98, 
will bring the 3D action to the PC (including optional hardware acceleration) and, with belter 
name recognition, should give EA’s game another run for its money. What Powerplay has 
going for it is a strong hockey Al, with players who look like they know what they’re doing. For 
the '98 version, Virgin motion-captured hundreds of new moves, including fake shots, hooking, 
deflections, and fights. The players have been scaled larger, and additional camera angles 
should also up the glitz factor. Other improvements include the ability to select powerplay 
strategies, simulate seasons, and track player stats throughout a season. 

Contact: Virgin Interactive, (714) 833-8710, www.vie.com 
ETA: October '97 


ADDITIONAL INTELLIGENCE. 


By .the time you read this, Access 
should have Links LS ’98 on the shelves. 
The game is now Win-95 nativd, and 
includes a numbefS visual enhancements, 
more camera angles, more golfers,. Internet 
tournament play, and— what everyone's 
been waiting tor-much, much taster 
.screen updates. 

■ Microsoft is turning a lot of heads with 
their upcoming CART Phecisioh Racing, 
which promises to deliver thrillingly realistic 
Indy car racing action in the setting of 17 
ChanipionshTp; Autpi. Racing Tearnsitracks. 
With tracks electronically surveyed to within 
inches of accuracy, detailed 3D car-models, 
and built-in'support lor force-feedback joy- 
sticks, CART Precision Racing may be Jhe 
year’s most exciting racing game. 


Briefing: While role-playing gamers congre- 
gate in Brittania this tall, golf nuts will have the 
opportunity to hang out in a different part of the 
online world. Accolade’s Jack Nicklaus Online 
Golf Tour will be a downloadable-only golf 
game based on the Jack Nicklaus 4 engine. 

The game will let desktop duffers compete in 
open competition. This is not a matter of mail- 
ing in your score: This is live, online tourna- 
ment play, where hundreds ot foursomes can compete in realtime. Accolade will sponsor 
regular weekend-long tournaments, complete with prizes, and will keep your scoring history 
in an open database, giving you bragging rights to prove yourself as the world's best desk- 
top golfer. New courses will be uploaded on a regular basis, and Accolade will also accept 
user-created courses with the Jack 4 Course Designer. Let's just hope that Tiger-who is a 
big-time gamer-doesn't get wind of this one. That just wouldn’t be fair. 

Contact: Accolade, (408) 985-1700, www.accolade.com 
ETA: Fall '97 


MADDEN NFL 98 


Briefing: Sure, we dissed last year's version of 
EA’s most popular sports franchise-but that’s only 
because we're real fans, and that version was really 
showing its age. Which is why we're as happy as 
anybody to tell you that Madden NFL 98 has the 
potential to return the franchise to glory. EA Sports 
told us that all of the previous code has been 
tossed, and they’re starting from scratch to create a 
native Win-95 product, which is a huge relief for those of us who 
kludgey code to run. Along with a new interface and 3D-polygonal players (with optional hard- 
ware acceleration), Madden NFL 98 is getting a new brain with a new player Al; 110-play, team- 
specific playbooks; and an editor for creating offensive, defensive, and special-team plays. EA is 
promising live Internet play and stat updates after each week's real-world games. 

Contact: EA Sports, (415)571-7171, www.easports.com 
ETA: January '98 





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ccw 


SEPTEMBER 1997 










'GT Interactive 
Software 


unreal.gtgames.com 


.unreal.com 


CIRCLE READER SERVICE #367 


Look around. Crystal clear water shimmers. Shadows shift. Alien architecture fades into the horizon. 
Darkness falls. Walkways glow. Godless temples beckon. You are afraid. You are in the real world... but 
it is like no world you have ever known. You are an uninvited guest in the fastest, sleekest, most 
beautiful 3D world ever created. Live it. Breathe it. Survive it. 


Primed for Pentium 
Maximized for MMX"'Technology 


LOOK FOR THE NOVEL FROM POCKET BOOKS 

Unreal'" ©1997 Epic Megagames. Inc. All Rights Reserved. Created by Epic Megagames, Inc. In collaboration with Digital Extremes. Published and distributed by GT Interactive Software Corp. Microsoft® and Windows® are registered 
trademarks ol Microsolt Corporation. MMX™ and the MMX Logo™ are trademarks ot Intel Corporation. All other trademarks are the property ol their respective companies. 


WINDOWS 95 

CD-ROM 


Be 

Digital Extremes 









ADDITIONAL 


Our operatives unmasked 
Lose Your Marbles as a clever 
Tetris clone In which you clear 
your marbles (before ypur oppo- 
nent can clear his) by ilning up 
three or more of 'fhe same' color. 
Lose Your Marbles will be avail- 
able from SegaSoft in 
September, and is playable hot- 
seal or LAM Other top-secret 
Hasbro projects include Bogole 
(October), Sorry! (November), - 
and for those Who jriSt can’t get 
enough of Luke, Leia,-and Go., a 
Star Wars edition of 
MonopoLY-complete with 
footage from the recently 
restored Star Wars trilogy. Finally, 
the chess wars continue, with 
landscape's Chessmasier 
5500 and Sierra's innovative 
Power Chess ’98 


SMART GAMES CHALLENGE *2 


YOU DON’T KNOW JACK 3 S 


YOU DON’T KNOW JACK TV 


Briefing: Try though they might, 
the brainiacs at Smart Games, Inc. 
were unable to keep their plans 
secret from our operatives. 

Challenge ft 2 will feature 20 brand 
new puzzles, each with 30 levels. 

Among the 600 brain-busters are 
Odyssey, in which you must dis- 
cover the correct path across a 
grid, or get stuck on a never-ending journey; Pipeline, a strategy puzzle for cerebral plumbers; 
and The Fool's Jewels, a spatial puzzle in which you must remove all the pieces of coal, leav- 
ing behind only jewels. Other hidden delights are jumbled picture puzzles, scrambled sound- 
bytes, and over 800 trivia questions. 

Contact: Smart Games Inc., (800) 788-8815, www.smartgames.com 
ETA: October ’97 


Briefing: Data intercepted from Berkeley Systems reveals that Jack 3’s new question types 
include Threesomes, a multiplayer version of the Dis or Dat question; Impossible Questions; 
Fiber Optic Field Trips To The Dead; and a What Is This? picture question (a picture of an 
everyday object taken from a unusual angle). Level-10 couch potatoes take note: Jack TV fea- 
tures renovated graphics and greater customization. If 
you decide to play on a weekend, for example, your host 
may greet you with remarks like "Hey loser, why are you 
staying home on a Saturday Night?" Agents are encour- 
aged to investigate in parties of two or more to ensure 
sufficient backup. 

Contact: Berkeley Systems, (510) 540-5535, 

www.berkeleysystems.com 
ETA: September/October ’97 


CGW SEPTEMBER 1997 


Briefing: Hasbro is secretly plotting with the original 
Pictionary creators to ensure that the game of quick draw 
retains its style and personality in the transition to silicon. Of the 
six different game types, our agents lound the “you-draw cate- 
gory the most enjoyable: Unleash the artist within you and hope 
that your Iriends can guess what you're drawing. Sources 
reveal, however, that il you're lousy at drawing with a pen and 
paper, you'll be no better with a mouse. The artistically chal- 
lenged can pick up points during the other five games. In one, 
you have to figure out that the last word of each picture-phrase 
is the first word of the next; there's also a last-buzzer round of 
matching words and pictures; and you can also guess what the 
computer's drawing lor you. The game, which is set in an art 
gallery, with background music and party banter to enhance the 


ambiance, offers single-player, 
hotseat, Internet, and LAN capabilities. 
Contact: Hasbro Interactive, (508) 921-3700, 

www.hasbro.com 
ETA: September ’97 




I'd Like to Buy a Bowel 
My Bologna Has a First Name 
To Russia with Yuks 






It doesn’t just surround you. It swallows you with 

_ „ j ' realistic, heart-pounding 3D sound. And now, when you 
| Monster Sound 

combine the amazing new Monster Sound PCI-based 
: 3D audio card with our award-winning Monster 3D 
graphics accelerator, you’ll have the ultimate gaming system for your Windows 95 PC. 
Using ground-breaking A3D Interactive technology from Aureal— initially developed 
for NASA virtual reality simulators— Monster Sound provides stunning, digital-quality 
3D positional sound. And, according to Computer Gaming World, the Monster 3D 
graphics card is the ideal solution “for no-holds-barred blistering 3D performance.” 
Separately, they bring the absolute best out of today’s most outrageous 
games and Web sites. Together, they deliver 
performance that blows everything else away. 

Mnnctpr k n trademark of Diamond Multimedia Systems. Iniornotated. 2880 Junction 
r respective 


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MULTIMEDIA 

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(/JiENS'yOU (ION't REAlly TRUST iM ORdeR to save tJ^e universe. 


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LONGBOW 2.0 


F-22 AIR DOMINANCE FIGHTER 


Briefing: MicroProse kept the sur- 
prise sim hit of the E3 show under 
need-to-know security throughout its 
development in an effort to make a 
big splash when it was revealed, and 
all that secrecy had its desired effect. 

Due in the first hall of 1998, Ml Tank 

Platoon II is a worthy successor to 

the original, maintaining its parent’s 
feature set and platoon management 
system, all the while adding modern 
Ai and all the requisite bells and whistles. Platoon II sports glori- 
ous graphics (what we thought was the 3D-hardware version ot 
the game was. in fact, the 2D version) in addition to beefed-up 
gameplay. Written on P90s. it’s aimed at mid-range machines 
with 2D cards, but even better imagery awaits 3D-card owners. 
Viewing distance extends to an unprecedented 10km. allowing 
realistic engagement ranges. 

Platoon II sports five dynamic campaigns that follow actual 
military doctrine. In addition, a dozen scripted missions recreate 
Gulf War and other historic battles. In the campaign, you act as a 
platoon sergeant, and you can set waypoints (with wait time, 


action state, and formation settings) in the battle builder. You can 
also create scripted battles with this tool. Crew management is 
important; you’ll promote and transfer crewmembers as neces- 
sary. Seventy vehicles, more than 80 weapons systems, and eight 

types of ground troops are modeled. 

Eight-player network support features head-to-head battles as 
well as co-op play. In this mode, players can drive Challengers, 
Warriors, Leopards, and Martyrs as well as M1A2s. 

Contact: MicroProse, (800) 695-4263, 

www.microprose.com 
ETA: First half of ’98 


Briefing: Gathering intelligence on Longbow 2.0 was a snap-it 
was the buzz of E3. On display in full-size replicas of AH-64D 
cockpits, the helicopter sim wowed showgoers with its all-new 
3Dfx-supporting graphics engine. You can now fly the 0H-58D 
Kiowa scout and UH-60L Blackhawk utility helicopters in addition 
to the AH-64D; cooperative and antagonistic multiplayer support 
allows a pilot and 
gunner to fly in a 
single helicopter. 
(Quake fans will love 
the Blackhawk’s 
door gun.) 

The game looks 
particularly good dur- 
ing night missions, 
with dynamic lighting 
from missiles, explosions, and flames illuminating the landscape. 
Plus, this title sports the most convincing night-vision-goggles 
display seen yet. Day missions are just as impressive, with four 
times the graphics detail of the original and a virtual cockpit from 
which to view that rich detail. Longbow 2.0 isn’t just about graph- 
ics, though. The game features an entirely new dynamic cam- 
paign engine with battles set in Iraq/Azerbaijan and at the Army’s 
National Training Center. 

Contact: Jane’s Combat Simulations, (415) 571-7171, 

www.janes.ea.com 
ETA: Fall ’97 


Briefing: The 

subject code- 
named TFX3:F-22 
has been split into 
two products: DID 
F-22 Air Dominance 
Fighter (ADF) and 
F-22 Total Air War 
(TAW). Apparently 
the campaign in 
this EF2000 sequel 
was so ambitious, 
the developers 

determined they wouldn’t be able to get it finished in time for the 
October ’97 ship date. So, they split the original $60 product into two, 
the $40 ADF sim and the $20 TAW add-on. ADF, which features the 
most impressive terrain graphics of any jet sim we’ve seen, lets you 
fly the F-22 and send orders to aircraft from an AWACS station. ADF 
will feature three tours of duty, single missions, and an instant-action 
setup, as well as multiplayer combat. Thorough ACMI combat replays 
are available. No more static ground targets here-look for tanks kick- 
ing up dust as they move across the desert to take ground objectives. 
The TAW expansion pack, due out a couple of months after ADF, will 
add a fully dynamic, real-time campaign, as well as an enhanced mis- 
sion planner. 

Contact: Digital Image Design, (301) 916-9302, www.did.com 
ETA: October ’97 (ADF), January '98 (TAW) 




ccw 


SEPTEMBER 1997 




I A 1 0 WARTHOG 


JOINT STRIKE FIGHTER 


Briefing: Our investigators weren’t able to ferret out many details on 
this follow-up to Interactive Magic's iF-22, as iA-10 Warthog isn’t slated 
to ship until the first quarter of ’98. A mole within the company told us 
that the sim will feature an improved version of the graphics engine 
introduced in iF-22. This time around, human-drawn art will be used 
instead of satellite imagery, since the latter pixelates at the low altitudes 
at which the A-10 
attack jet flies. 
Campaigns will be 
dynamic, in the vein 
of iF-22, but with 
more control over 
mission orders and 
target selection; you'll 
be able to manage 
attacks at the 
squadron comman- 
der level. You'll fly missions over Kuwait, as well as two of the iF-22 
combat theaters (which are yet to be determined). It appears that “Wild 
Bill” Stealey is on the way to creating an electronic battlefield on the 
Internet, although Interactive Magic has yet to announce any intentions 
to do so. But with the F-22, A-10, and M1A2 Abrams modeled, and con- 
sidering the company’s ambitious plans for its 1-Magic Online division, 
plus the fact that all these sims sport multiplayer capabilities, the idea 
doesn’t seem that farfetched. 

Contact: Interactive Magic, (919)461-0722, 

www.imagicgames.com 

ETA: First quarter ’98 



F-16 AGGRESSOR 



Briefing: Just hours before E3 started, Virgin signed the new F-16 sim 
from General Simulations, Inc., a company launched by DID cofounder 
Phil Allsop. F-16 Aggressor features an odd combination of realistic 
flight dynamics and a storyline straight out of Hollywood. You play a 
near-future mercenary pilot flying missions in various African states. 

(This isn’t that wild; a recent 
issue of World Air Power 
Journal documented merce- 
nary pilots flying modern 
jets and helicopters in 
African conflicts.) You’ve 
been hired by a 
Greenpeace-style organiza- 
tion to further its causes 
through the use of a little force. Despite the fanciful premise, the devel- 
opers are striving for dead-on realism in the plane's performance. The 
flight model is being designed by a team that has done simulation work 
for the U.S. military. Joystick response is designed to precisely simulate 
the stick in the real F-16, where a certain amount of stick movement 
applies a precise G force to the plane’s movement. Color depths up to 
32 bits will be supported on 3D cards. 

Contact: Virgin Interactive, (714) 833-8710, www.vie.com 


ETA: Fall ’97 


Briefing: The Joint Strike Fighter (usually referred to as JSF) is 
slated to go into 
service soon after 
the turn of the 
century. This 
stealthy jet will 
replace F-16, F/A- 
18, and Harrier 
aircraft in the 
Navy, Air Force, 

Marines, and UK 

Royal Navy. Currently, both Lockheed-Martin and Boeing are building 
prototype aircraft to compete for the JSF contract. This new sim 
from Eidos will let you engage in your own flyoff between the two 
models in five different dynamic campaigns. The terrain is absolutely 
breathtaking in detail, with smooth hills, trees scattered about, and 
hundreds of structures in cities-yet it runs at a silky-smooth frame 
rate at 512x384 resolution with no 3D card on a PI 66. The smooth- 
ness of the graphics has to be seen to be believed. JSF seems tar- 
geted more at the action simmer than the hard-core; this is backed 
up by the developers giving the JSF prototypes bogus X-32 and X- 
35 designations. Still, if you’re looking for fast aerial action in an 
immersive environment, JSF should be worth close investigation. 
Contact: Eidos Interactive, (415) 547-1200, 
www.eidosinteractive.com 
ETA: October '97 



JANE’S F-15 


Briefing: Although the game was featured in-depth in CGI/i/’s July 
'97 cover story, we were able to get more details on this realistic 
F-15E simulation. Perhaps the biggest news is that multiplayer and 
3D cards will be supported in the release version. Because 3D sup- 
port is being implemented late in the game, you’ll still be able to fly 
at a smooth frame rate even without hardware acceleration. 
Depending on available time and the complexity of coordinating 
hundreds of targets across a network, multiplayer may be limited to 
head-to-head combat 
in the initial release; 
we wouldn’t be sur- 
prised to see coopera- 
tive play in an add-on 
pack, though. We also 
got a look at some of 
the minutiae that will 
please detail hounds: 
accurate tail insignia for each squadron, all the way down to the 
proper serial numbers for each aircraft; optional resource manage- 
ment in the war, forcing you to decide whether you really need to 
bring along those expensive laser-guided bombs; and flight model- 
ing that’s already the most impressive we’ve seen in a jet sim. 
Contact: Jane’s Combat Simulations, (415) 571-7171, 
www.janes.ea.com 
ETA: First quarter ’98 




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M)R TOUR EYES OHLY 


FALCON 4.01 


.ADDITIONAL INTELLIGENCE 


Briefing: We’ve had Falcon 4.0 under surveil- 
lance since late 1995, and our latest intelligence 
indicates that the product is indeed in danger of 
actually shipping sometime after the holiday sea- 
son. The feature set for this serious F-16C simula- 
tion continues to come together, with its fully 
dynamic campaign up and running, many of the plane’s systems implemented (we saw 
impressive air-to-air radar modes, although air-to-ground systems are still being developed), 
and numerous highly detailed ground objects in place at airbases. Given the ambitiousness 
of the game’s multiplayer campaign, which lets pilots jump into missions in progress on a 
LAN or via the Ten online gaming service, our impression is that Falcon 4.0’s developers 
could end up spending a lot of time debugging the multiplayer aspects of the game. Still, a 
worst-case scenario is probably first-quarter 1998. The game promises to be worth the wait, 
with the realism and Al you’d expect from the Falcon series, innovative multiplayer features, 
and breathtaking visuals and sound effects. 

Contact: MicroProse, (800) 695-4263, www.microprose.com 
ETA: First Quarter '98 



FIGHTER SQUADRON: 

SCREAM 1 N * | 

DEMONS OVER EUROPE 



Briefing: Take a flight and physics model that makes the 
acclaimed modeling in A-10 Cuba! look primitive, layer on a 
two-years-in-the-making 3D engine, and finish off with a mis- 
sion planner that gives you complete control over the air war, 
and you already have the potential for a standout sim. Add an 
Open Plane Interface that lets technically savvy users import 
their own aircraft in addition to the nine meticulously mod- 
eled planes included with the sim, and you have the Quake of 
flight simulations. Fighter Squadron should address all the complaints about A-10 Cuba! with its 
mission editor, textured graphics, and thick, paper manual. It features three combat regions over 
which to fly: the English Channel, North Africa, and Germany. Aircraft include the P-51 Mustang, 
B-17 Flying Fortress, P-38 Lightning, Hawker Typhoon, Avro Lancaster, De Havilland Mosquito, 
Messerscmitt Bf-109 and Me-262, and the Junkers Ju-88. Realism maniacs be warned: 

Although the physics should be right on, the combat arenas have been compressed to allow 
you to get right into the action, eliminating the need to fly in real-time to the target. 

Contact: Activision, (310) 255-2000, www.activision.com 
ETA: November '97 


FLYING CORPS GOLD 


Briefing: Developer Rowan is slated to have released 
both 3D and multiplayer patches for Empire's Flying 
Corps sim by the time you read this. Those aren’t the 
only enhancements in store for this WWI sim, though. 

A new version, Flying Corps Gold, will incorporate 
those improvements and a number of others. These include a mission editor that allows you to 
create your own scenarios; place aircraft, balloons, tanks, AAA, and buildings throughout the 
world; and direct ground and air activity across the front. The game will feature new aircraft, 
including the Fokker D-VII, as well as support for force-feedback joysticks such as the CH 
Products Force FX. Also, the artificial intelligence is being fine-tuned (this improvement should 
also be present in the patch), equipping your wingmen with better performance— and a clue. 
Contact: Empire Interactive, (301)916-9302, www.empire-us.com 
ETA: October ’97 





With at least 23 (light sims alone on 
display at E3 and more than 30 in develop- 
ment, it's going to be a great ybar for sim- 
ulation fans. (Although perhaps not as 
good a year for those fighting for their 
share of the market's dollars.) 

Dynamlx looks ready to remake its 
name as a top-notch sim designer with 
Red Baron It, Aces X-Fighters (which 
was running at the show in 3Dfx splendor), 
-and Sierra Pro Pilot. Along with iF-16 
(previewed in this issue) and iA-10 
Warthog, Interactive Magic was also 
showing IPanzer ’44. This 


World War II tank sim comes from the 
designers of iM1A2 Abrams and will feature 
infantry, trees, and a wide variety of WWII 
tanks and support vehicles. Sixteen-bit 
color graphics and a multiplayer mode with 
Sherman, Panzer, and Russian T-34 tanks 
round out this title. 

Virgin’s Sabre Ace was one of many 
new sims on display with support for force- 
leedback joysticks, and Looking Glass 
pleased sim Ians by confirming Direct 3D 
support in Flight Unlimited II. (Even the 
early 3D version was disturbingly real on a 
3Dlx card.) MicroProse's European Air 
War has also received the 3D treatment; it 
will support 3Dfx Voodoo and Rendition 
\ferite-based cards. Another bonus in EAW is 
the capability to modify your plane's nose art. 

Along with JSF, Eidos had Flying 
Nightmares 2 and Team Apache on dis- 
play; the latter helicopter sim had spectacular 
graphics, but had HUD features which made 
it look a bit less seriously modeled than 
Longbow 2. Notably absent from the floor 
was the Confirmed Kill online sim. 

For info on Microsoft's Fighter Ace 
and Flight Simulator 98, see Denny 
Atkin's column elsewhere in this Issue. 


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IMG COMMANDER: P ROPHECY 


Briefing: Wing Commander: 

Prophecy (don't call il Wing 
Commander V in front oi the 
development team) was a single 
vote away trom winning our 
"Best ol Show" crown, which 
was snagged by Quake II. And if 
we were a bit more wimpy, we'd 
have called it a tie. Because 
while Quake II takes a popular 
game concept and fine-tunes it 
into something wonderful, Wing 
Commander: Prophecy takes a 
popular game concept, blows it 
to smithereens, and reassem- 
bles the parts into a new arche- 
type that redefines and refresh- 
es a stagnating space-simula- 
tion genre. 

Fear not, Wing Commander 
fans, this game still has the prop 
er flavor. This time around, though, you're not “Old Bluehair or 
Mark Hamill (although you do get to interact with Blair in the 
game). Bui while the character has changed, you’re still a pilot 
for the Confederation, Tom Wilson’s Maniac is still around to 
make life annoying, Ginger Lynn Allen’s mechanic is still around 
to make life exciting, and the universe is still counting on your 
piloting skills and charm to keep it intact. 

The big difference is that this time the game is more 
about the game than about the movies. Cinematics take the 
back seat to a new game engine that immerses you like 
never before in the battle to save the Confederation. 

Certainly, there are still video interludes, but as the develop- 
ment team put it, “Before, the movies drove the game. This 
time, the game drives the movies." 

It seems the Prophets of Kilrah had predicted the end of 
their world Unfortunately, they also predicted that evil would 
devour the universe soon after the destruction of Kilrah. Origin 
is still slaying mum on the name and look ol the alien race 
you'll lace, but the game's designers assure us that they’re not 
big, cute kitties this time around. In lact, the designers enlisted 
Sid Mead, the designer behind the looks of Blade Runner and 
2010, to create an alien race so frightening, so disgusting, that 
you’ll take special pleasure in disintegrating it. We did see the 
alien ships in action, and we were impressed with their Babylon 
5-esgue organic appearance. 

Look for more dynamic mission branching as the game pro- 
gresses — you're not as likely to feel as it you re being pulled 
down a path (as was the case in previous games). In addition, 
missions don’t always end in victory or defeat; there can be 
degrees ot win/loss. Finally, look for missions ol more realistic 


scope and length. A capital ship won’t be knocked out by a sin- 
gle torpedo (no matter what Col. Blair tells you about his experi- 
ences in a past life); you may need five missions to get past its 
defenders and take the ship out. 

Along with the primary plot, look lor multiplayer combat. 
Multiplayer mode features dynamic entry, so you can join a 
mission already in progress; optional power-ups, so you can 
pick up missiles and other enhancements as you battle; and a 
spectator camera that lets you watch the action if the game you 
want to join is full, or if you want to see how the masters do it. 

A variety of new ships will spice up both single- and mul- 
tiplayer combat with very different flying characteristics, 
which should prevent boring turning-fights. The Panther, for 
instance, vectors its thrust from side to side, so it’s very 
maneuverable in the yaw plane. The Vampire, on the other 
hand, excels in pitch response. 

The game engine itself shows major tuning. We witnessed it 
running at smooth frame rates with glorious dynamic lighting 
and 16-bit color. Yet both systems were running vanilla PI 33s, 
and only one had a 3D card. Numerous enhancements have 
also been made to the interface to remove combat annoy- 
ances-look for one-button adjustments for power reallocations, 
shield adjustment, and so on. 

Origin may have pulled oft the unlikely here, creating a game 
with enough Wing Commander flavor to keep tans satisfied, but 
providing a very different, gameplay-oriented experience that 
will engage even those Wing III fans who wrote off Wing IV as 
just being more of the same. 

Contact: Origin, (415)5717171, www.origin.ea.com 
ETA: Fall '97 


ccw 


SEPTEMBER 1997 


EARTHSIEGE 3 


MECHWARRIOR III 


Briefing: Sierra’s Dynamix division pioneered the PC giant robot sim 
genre when it created the original MechWarrior for Activision. Now they’re 
back with a vengeance, no longer content to allow the Eaftthsiege series to 
play second fiddle to the competition. Earthsiege 3 promises a better sto- 
ryline, an enriched environment, and a top-notch graphics engine. 

In addition to Hercs (giant robots) and fliers, you can also pilot tanks, 
armored scouts, and hovercraft. Over 50 components are available for 
vehicle customization. Cybrid vehicles now feature an eerie, biomechani- 
cal appearance, and you’ll fight them on dazzling 16-bit color rolling 
scenery. Plus, the transition to combat in interior locations is seamless. 

Other features include comprehensive 3D-graphics card support, 

3D sound, and Windows NT and multiprocessor support. 

The Earthsiege series has been accused of being “lighter” than 
MechWarrior in part due to its less-developed backstory. Dynamix 
hired science-fiction author 
David Bischoff, whose credits 
include coauthoring Tin Man 
(one of the best episodes of 
Star Trek: The Next Gen- 
eration), to pen a background 
bible for the series. The mis- 
sion structure is nonlinear; 
there are plot-focused mis- 
sions, but between them you can take any number of other missions 
to fill your coffers and upgrade your forces. 

Contact: Sierra/Dynamix, (800) 757-7707, www.sierra.com 
ETA: November '97 



HEAVY GEAR 


Briefing: With the MechWarrior license passing to MicroProse, 
Activision was forced to look for a new universe for its giant robot 
series. Heavy Gear, the resulting game, is an intriguing mix of the 
familiar and the new. 

The game’s engine has elements which smack of the MechWarrior 
series, but it’s seen massive updating. On standard graphics cards, the 
textures look much better than before, although the game really shines 
on a 3D card. The deformable terrain features rolling hills that should 
make for valuable cover in multiplayer games. 

Play is a bit different, since the Gears actually carry their 
weapons. (Yes, a giant 
robot carrying a giant gun 
seems quite silly, but 
Gears were originally 
designed as construction 
machines and don't have 
room for internal weapon- 
ry.) Control is much more 
fluid than in MechWarrior 
II; your Gears can crouch, 
sidestep, and are maneuverable enough to perform their own ver- 
sion of the Quake strafing maneuver. 

Contact: Activision, (310) 255-2000, www.activision.com 
ETA: Fall ’97 



Briefing: The MechWarrior 
series’ third developer is the 
company that created the 
BattleTech universe, FASA. 

Because of that, indications 
are that this game will be the 
truest to the universe's lore. 

And although the game isn’t 
slated to ship until next year, 
it’s already looking well-armed for the upcoming market battle. 

MechWarrior III will feature 18 Mech chassis, 4 of which were 
designed by FASA specifically for this game. Of course, each Mech can 
be completely customized-not only in equipment, but in paint job as 
well. You'll even be able to create your own decals. The Mechs them- 
selves will offer new flexibility-articulated arms that let you fire to the 
side when looking to the side, without having to twist your Mech’s torso. 

Look for a universe with better physical modeling than in previous 
MechWarrior games. You'll not only traverse hills and valleys, but also 
fight battles in small towns and big cities. Trees and infantry are other 
welcome additions. Your Mech can enter the water, and doing so will 
give you a cooling advantage. Equipment modeling sees new detail as 
well. For instance, lasers actually act like lasers instead of the "energy 
projectile" weapons common in computer games. Firing is instanta- 
neous, allowing slicing attacks. 

The campaign will be fully dynamic. As a Lance Commander, you'll 
be able to set all mission parameters and waypoints. A random mission 
generator and several canned missions will be available as well. 
Contact: MicroProse, (800) 695-4263, www.microprose.com 
ETA: First half ’98 


THE 1 GTH PLANET 


Briefing: The 10th Planet features strategic elements new to the space 
sim genre. Refreshingly, instead of zooming through deep space, you’ll 
actually be defending Earth from alien invasion this time around. It’s up to 
you, the lone survivor of an alien attack, to help save your home planet. 

The ability to fully customize your spaceship is an exciting feature in 
The 10th Planet. You can install more than 100 pieces of equipment- 
engines, weapons, computers, shields, and the like. This should make 
the game’s multiplayer mode particularly popular. 

The game is nonlinear. Instead of being led through a series of 
missions, you’ll be able to utilize a strategic simulation and base man- 
agement system to make your own plan of attack. You'll also be able to 
research and use alien technology to get the jump on the bad guys. 

Although the game is far 
good old-fashioned combat. 

The game sports 3D card 
and force-feedback joystick 
support and a particle sys- 
tem for flying debris. 

Contact: Bethesda 
Softworks, (800) 677-0700, 
www.bethsoft.com 
ETA: Fourth quarter '97 


more than just a space shooter, it excels at 





SEPTEMBER 1997 


ccw 


FOR TOUR EYES ONLY 









Tke AD O' D game’s most famous world, tke FORGOTTEN REALMS ‘ 

setting, is now powered by tke award-winning Descent engine. 


Introducing Descent to Undermountain, the most 
REVOLUTIONARY new AD&D FORGOTTEN REALMS 
COMPUTER GAME EVER. BASED ON AN ENHANCED, SVGA 
VERSION OF THE AWARD-WINNING DESCENT ENGINE, YOU 
ARE CHALLENGED TO BUILD AN AUTHENTIC AD&D CHARACTER 
AND PLUNGE DEEP INTO UNDERMOUNTAIN — A TWISTING 
DUNGEON LABYRINTH LOCATED BENEATH THE CITY OF 

Waterdeep. Here you will encounter an incredible 

360° WORLD FILLED WITH SHADOWY HALLS, ANCIENT 
CRYPTS AND ABANDONED TEMPLES — NOT TO MENTION A 
TERRIFYING ASSORTMENT OF CREATURES WHO CALL 

Undermountain their home. Solve the riddle of 
Undermountain and you will certainly amass a pile of 
gold. Fail and you will become a mere pile of bones. 

Either way, you're going down like never before. 







Experience more than 25 different levels that come 
alive in full 3D 360° detail, from a dwarven temple 
to an ancient Egyptian crypt. 

^ BuilJ your character using true AD&D role- playing 

elements — 6 different races and single or multi-classed 
options. Your ckoice of character class leads to unique 
akilities and will also affect the way the game plays — 
if you choose a thief character you can climh walls! 

Battle more than 50 different 3D monsters — 
skeletons, mummies, giant insects and more. . . 

^ Seek out and utilize more then 160 magical items and 
40 different spells, including the powerful magic missile 
that homes in on its targets and the fireball that engulfs 
its target in a shroud of flames! 


RP 



www.interplay.com 


Forgotten Realms, Advanced Dungeons & Dragons. ADSD, and the TSR logo are the trademarks ot TSR, Inc. Interplay is the trademark ol Interplay Productions. 
CIRCLE READER SERVICE 11079 All r^ ,s reserved. All other trademarks and copyrights are the property of their respective owners. 





DOSSIER EIGHT: STRATEGY 





STARCRAFT 


Briefing: Leading the charge in this year's overahelm- 
ingly real-time strategy lineup is Blizzard's StarCraft, 
the heir to WarCraft II. Our spies report that the game 
is inching closer to completion and, at this stage, the 
campaign scenarios and play balancing are the two 
major issues Blizzard has yet to work on. Most of the 
units and special abilities ol the Terrans and Zerg are 
finished; the Protoss, the most powerful and complicat- 
ed race to play, are being implemented last. 

Blizzard has decided on a style of resource man- 
agement. Players will mine one resource, but will then 
be able to refine that mineral and create a second resource. 
However, when raw resources are refined at the factory (our word, 
not Blizzard's), the refined materials will automatically appear 
around your factory as they are finished. This will make for inter- 
esting resource wars, since you, or the Al, will be free to invade 
enemy territories and steal their refined resources, which will, of 
course, be more valuable than the raw variety. 

Blizzard is also making the interface more intuitive. Now, 
context-sensitive help will be available for every building 
option. If you move your cursor over a research lab, for 


instance, a little 
the prerequisite buildings. 

The cloaking, improved fog of war, lighting, translucencies, 
and other visual effects look even better than when we last snuck 
a peek at this game. For a more in-depth look at StarCraft and 
more information on its innovations in gameplay, see our May 97 
CGW cover story. 

Contact: Blizzard Entertainment, (800) 953-SNOW, 

www.blizzard.com 
ETA: October ’97 


AGE OF EMPIRES 


Briefing: Among the real-time juggernauts this year, Microsoft’s 
Age of Empires is perhaps the most sophisticated, and the one 
most likely to seduce the turn-based lovers of Civilization and 
Master of Orion. Co-designed by Bruce Shelley (who was the co- 
creator of Civ), Age of Empires resembles an abbreviated, real-time 
version of Civilization. You can play as one of twelve ancient civi- 
lizations, from the Minoans to the Shang Chinese dynasty. The 
game stretches through four ages-Stone, Tool, Bronze, and 
Iron-you advance by building a certain number and type of build- 
ings and acquir- 
ing different tech- 
nologies. The 
gameplay is much 
more diverse than 
the typical tactical 
real-time 
wargame; you 
have to explore 
your surround- 
ings, hunt for 

game, harvest food, research technologies, build cities, and wage 
war against your opponents. In short, it's a fun game that com- 
bines the depth of a turn-based 4X game and the adrenaline and 
multiplayer advantages of real-time. Next month, we’ll bring you a 
full sneak preview of Age of Empires. 

Contact: Microsoft, (206) 882-8080, www.microsoft.com 
ETA: Fall '97 


DARK REIGN 


Briefing: Activision leaps into real-time strategy this fall with Dark 
Reign, an ambi- 
tious title that 
hopes to chal- 
lenge Blizzard’s 
StarCraft for 
the real-time 
crown. Combat 
will be more 
realistic than in 
the previous 
generations’ 
real-time 

games, with terrain effects governing to hit percentages, damage, and 
firing rates. Now, units on higher ground will have superior attack 
bonuses, while troops ambushed at the bottom of a ravine will be at a 
tactical disadvantage. The terrain features will also make for more 
interesting map designs, as you can place bases on plateaus restrict- 
ed to all but air units, meaning that an offensive to take this base 
could be done only by airlifting ground units, a costly endeavor 
indeed. Dark Reign’s other innovations include customizable Al and 
behaviors, so you can tell troops when to retreat and how far to pur- 
sue fleeing units. Add Internet play over Activision’s new, free online- 
gaming service and multiplayer options like resource trading, and you 
have a real-time force that will demand attention. 

Contact: Activision, (310) 255-2000, www.activision.com 
ETA: September '97 




ccw 


SEPTEMBER 1997 




Briefing: Populous: The Third Coming is the second follow-up to 
Populous, the god game that launched Bullfrog into gaming stardom. 
The original Populous gave you the powers of a god, which allowed you 
to create and shape a world, and also to control both the population 
and nature of that world. In The Third Coming, you are again on a quest 
to conquer and shape worlds, but this time, you can do so from a per- 
sonal level, viewing things from only a short distance above the ground, 
or from an omniscient 
level, viewing the 
entire globe on your 
screen. You are also 
represented in the 
game as the Shaman. 
Through him, you 
recruit the wild men 
living about the 
worlds, train them into 
useful minions, 

research tech, and build structures. The game will have multiplayer 
capability, so you and friends can hurl civilizations of wild men and 
spells of destruction at each other. Coupled with a steady stream of 
worlds to conquer, Populous: The Third Coming should provide endless 
fun for controlling strategy gamers. 

Contact: EA/Bullfrog, (800) 245-4525, www.bullfrog.com 
ETA: Fall '97 




Briefing: SimCity is one of the grandfathers of the strategy genre, and 
is no less influential and important a work than Civilization. It had not 
only the depth to appeal to hard-core gamers, but also the fun and ease 
of use to seduce nongamers. Now, Maxis is set to deliver a sequel, one 

that hopefully 
will restore the 
fun and easy 
play, as well as 
add new twists 
to the game- 
play. SimCity 
3000 isn’t set 
in the future; 
the title simply 
indicates that it 
is third in the 
SimCity line. 

The game will be 3D, with improved graphics and a host of new build- 
ings. What is particularly innovative is that you can now walk the streets 
of your city and query your citizens on the city’s status, asking for feed- 
back on the crime, pollution, or transportation situation. SimCity 3000 
will also allow you to micromanage individual buildings. There are even 
more new features — including one that lets you design your own build- 
ings and disasters— which we’ll cover in an upcoming preview. 

Contact: Maxis, (800) 33-MAXIS, www.maxis.com 
ETA: Fourth Quarter ’97 




Briefing: While previous Star Wars games put you in the role of a par- 
ticipant in the epic conflict between Empire and Alliance, Rebellion 
gives you full control of the conflict. It is much broader in scope than all 
the other real-time games, including Age of Empires, as you rule an 
entire half of a galaxy, controlling all aspects of its management, from 
diplomatic envoys to space exploration to ship and building production 
to tactical com- 
mand. The goal, 
of course, is to 
bring victory to 
your side: You’ll 
either crush the 
Rebellion or free 
the galaxy. You 
can achieve that 
through vio- 
lence— which is 
played out in 

full-3D tactical space battles— or diplomacy. Sending Princess Leia to a 
planet on a mission of peace might work just as well as sending in 
Admiral Thrawn’s star destroyers. The victory conditions are unique: 

You have to capture key enemy leaders and destroy their base of opera- 
tions. There will be an emphasis on characters, who can influence 
diplomatic, scientific, and tactical endeavors, and multiplayer support. 
Read our January ’97 cover story for a full preview. 

Contact: LucasArts, (800) 985-8227, www.lucasarts.com 
ETA: Fall ’97 



MYTH: THE FALLEN LORDS 


Briefing: While some games like Age of Empires are adding political 
and economic aspects to their tactical engines, Myth is taking the 
opposite tack and abandoning all resource management in order to 
have a full tactical wargame. That isn’t to say that the new game isn’t as 
sophisticated, it’s just a different direction, as complex in its tactical 
gameplay as Age of Empires is in its economic gameplay. As a warrior 
on the side of the Light, you have to battle through intelligently crafted 
and dynamic scenarios as you battle the undead legions of the Fallen 
Lords. In each scenario you’ll be bequeathed a set number of units, and 
depending on your 
performance in the 
campaign, that num- 
ber could grow or 
dwindle. Myth’s 
engine is technically 
impressive, fully 3D, 
and interactive. 

Dwarven explosives 
will warp the terrain, 
and objects will persist in the terrain (so you can leave a dwarven bomb 
lying on the ground and set it off later in the game). Read this month's 
Myth preview for more information. 

Contact: Bungie, (312)563-6200, www.bungie.com 
ETA: Fourth Quarter '97 



ccw 



[ mm)! •$> jepafi g 



Jack said, “I am sorry, Don. 

Your Java" is not 100% Pure Java: 
So your data is not safe. 

Anyone can get to it. Anyone. 


“Oh, no!” said Don. 

“What about my trade secrets? 


3' ; 'i 

m ; 


“They are not so secret 
anymore,” said Jack. 


built-in file pro-tec-tion 


no non Java code 


com plete da-ta se-cu-ri-ty 



Pure and Simple. 


To see how leading banks, freight carriers and telecom firms use 
100% Pure Java, visit http://java.sun.com/100percent/benefits.html 
or simply call us at 1-800-JAVASOFT. 


BREWED 


BY 



CIRCLE READER SERVICE #104 



FOR TOUR EYES ONLY 


WARLORDS III: REIGN OF HEROES 


WARHAMMER: DARK OMEN 


Briefing: Before the advent of Heroes and WarCraft, the Warlords 
series was the most successful fantasy strategy franchise in the indus- 
try. After a two-year hiatus, it's coming back to try to reclaim the crown. 
Warlords III is a turn-based wargame. The emphasis isn’t on resource 
management or discovery so much as it is on combat. You command 
armies of mythical creatures, such as dragons and minotaurs, hurling 
them at your opponents’ 
holdings in an attempt to 
conquer the world. To lead 
your troops, you can find and 
hire heroes who command 
amazing spells and special 
abilities. There is a bit of role- 
playing in Warlords III as 
well; your heroes will grow in 
experience and ability and be 
free to embark on personal quests. Warlords III will offer simultaneous 
turns for multiplay, with support for email, modem, LAN, and Internet 
play. Red Orb will also offer a free matching service, called Red Orb 
Zone, for finding available Warlords III games. For more information, 
read our June sneak preview. 

Contact: Red Orb Entertainment, (800)548-1798, www.redorb.com 
ETA: Fall '97 


MECHCOMMANDER 


Briefing: FASA’s BattleTech universe is rich with story and depth, and 
MicroProse is hoping to leverage that into a real-time strategy game. 
MechCommander puts you in command of a 12-Mech unit, as you battle 
enemy Mechs and Elementals in a branching campaign to take Port 
Arthur from the Smoke Jaguar Clan. Your troops will gain experience 
as you advance through the scenarios, moving from cadets to 
Mechwarriors. The conditions of your Mechs, vehicles, and troops will 
also carry over into successive scenarios in the campaign. The cam- 
paign will have branching missions, which when coupled with the car- 
ryover of troops and experience, create an evolving and dynamic cam- 
paign that 
has been 
lacking in 
strategy 
games. Like 
the game- 
play in 
Jagged 
Alliance, 
your individ- 
ual Mech- 
warriors will 

have their own skills, which will improve in tandem with experience. In 
the campaign, you’ll manage supplies and resources, as well as outfit 
your Mechs and command them in battle. MechCommander will have 
multiplayer support over LAN and modem. 

Contact: MicroProse, (800) 695-GAME, www.microprose.com 
ETA: First half '98 




Briefing: The original Warhammer, Shadow of the Horned Rat, was a 
real-time fantasy strategy game from Mindscape that had cool role-play- 
ing elements and a true 3D engine, but suffered from slow speed, inter- 
face problems, and the occasional bug. SSI is overseeing the sequel, 
Dark Omen, and the crew at SSI is determined to iron out those mis- 
takes. Dark Omen sports a gorgeously updated 3D engine with faster 
frame rate, more detail, and 3D card support. The engine also allows 
for a free camera with rotate and zoom options. Plus, the interface has 
been simplified, mak- 
ing commands only 
one or two clicks 
away. The best fea- 
ture of the first 
Warhammer, the role- 
playing aspect, is just 
as strong in Dark 
Omen, with more 
characters and units, 
more magic, and more items. The original’s branching missions, which 
gave players a limited sense of control over their own destinies, is also 
in Dark Omen. Warhammer’s lack of multiplayer support is also being 
addressed with head-to-head modem, serial, and LAN play. 

Contact: SSI, (800) 234-3088, www.ssionline.com 
ETA: Winter ’97-’98 



IMPER I AL I SM 


Briefing: Perhaps the most ambitious of all the strategy games this fall 
is SSI's turn-based Imperialism. In it, you must conquer the world 
through military, economic, or diplomatic means. As one of more than a 
dozen major and minor powers in a fictitious 19th-century world, you 
control every cog of your national machine. There are armies to com- 
mand and civilian workers to order about. These you use to build your 
nation’s infrastructure, which provides you with the necessary buildings 
and farms to establish economic and scientific supremacy. There are a 
number of 
diplomatic 
options to carry 
out with respect 
to your neigh- 
bors, including 
trade agree- 
ments, 

alliances, and 
non-aggression 
treaties. 

Commerce is a 

big part of this game, and as this is a simulation of a global economy, 
every nation will have needs (which can be met by importing goods) 
and excesses (which can be exported for profit). With strong Al and 
multiplayer support, Imperialism will provide an excellent lesson in what 
it means to exploit a world. 

Contact: SSI, (800) 234-3088, www.ssionline.com 

ETA: Winter ’97-’98 



A 


ccw 


SEPTEMBER 1997 








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01997 Xatru Entertainment Inc. All rights reserved. Redneck Rampage and Interplay are trademarks ol Interplay Productions. All rights reserved Interplay is the sole publisher and distributor. All other trademarks and copyrights are the property ol their respective owners. 

CIRCLE READER SERVICE #122 


GUARDIANS: AGENTS OF JUSTICE 


Briefing: Our agents have discovered that 
SimTex, the developers behind such hits as 
Master of Magic and Master of Orion, are busy 
at work on Guardians: Agents of Justice, a turn- 
based strategy game that puts you in command 
of a team of superheroes. Unlike its Master 
series, SimTex's Guardians is small in scope. You 
choose from among 14 heroes (or design your 
own) to form a band of heroes who then must 
move and battle through randomly generated isometric maps. Your heroes must explore 
cities, destroy terrain, and battle supervillains. The look is akin to X-Com, and is a change 
from the galactic proportions of previous SimTex games. The game’s best feature is the more 
than 80 superpowers that can be combined and altered to create a variety of unique heroes. 
Guardians will have multiplayer support for play over modem, LAN, or Internet. 

Contact: MicroProse, (800) 695-GAME, www.microprose.com 
ETA: Winter ’97-98 



PAX IMPERIA: EMINENT 


Briefing: After being dumped by Blizzard, 

Pax Imperia 2 found a new home and a new 
name with THQ, which has turned this game 
into a compelling, real-time space strategy 
epic. The gameplay is in the same vein as 
Master of Orion. As part of a budding galactic 
civilization, you must explore the galaxy, 
expand your empire, exterminate your rivals, 
and exploit new technologies. You’ll start with 
one planet and then, as you research technologies, upgrade your ships and colonization abilities 
until you can strike out into the stars and settle more planets. Once you meet alien races, you’ll 
be able to negotiate with them, attack them in a separate real-time tactical setting, or engage in 
espionage to undermine their holdings and steal their tech. In a season when epic space 
games are lacking, Pax Imperia could attract the MOO crowd. 

Contact: THQ, (818)591-1310, www.thq.com 
ETA: Fall ’97 


DOMAIN 




TOTAL ANNIHILATION 


Briefing: It’s easy to get jaded when develop- 
ers start describing their real-time strategy 
game as the second coming of the genre, but 
Total Annihilation certainly has much to recom- 
mend it. The most obvious innovation is the 3D 
terrain, which translates into more realistic com- 
bat. Line of sight now becomes an issue-ele- 
vation heavily influences attack factors, and terrain can be used as obstacles. Per the game’s 
attention to detail, when a tank moves up a steep incline, you’ll see it struggle up the cliff, 
inching up slowly and then cresting the top before returning to a faster speed. Total 
Annihilation will offer dozens of single-player scenarios, in which you’ll command more than a 
hundred possible units. GT Interactive also hopes to make new units available weekly to keep 
the game interesting. With the requisite multiplayer support in tow, Total Annihilation stands a 
very good chance of living up to its hype. 

Contact: GT Interactive, (212)726-6500, www.gtinteractive.com 
ETA: September '97 



MicroProse's third X-Cqm game, X- 
Com Apocalypse, reduces the scale and 
now encompasses Earth's last megaclty, 
rather than the entire planet. Aliens are 
now infiltrating corporations, and you'll 
have to root them out and bailie them in 
Classic turn-based X-Com fashion or in a 
new real-time mode. 


x-Com Apocalypse 

Conquest Earth is one ot the more 
visually impressive real-time games, with 
16-bit color and picture in picture movies 
that run while you play. The Iwo sides— 
human and Martian -have different abili- 
ties and units, and even different inter-, 
faces. Action fans will be happy to know 
that you can control individual units in 
arcade, fashion. 

While we wail tor Civ III, MicroProse is 
offering Ultimate Civ II, which is basical- 
ly Civil with a collection of new scenarios 
and an intuitive scenario editor that 
makes creating your own games much 
easier than before. 

The original MAX was a turn-based 
game with great depth and a simultaneous 
turns option for faster multiplay. M.A.X. 2 
now adds a real-time oplion, and has cur- 
tailed a bit ol the depth to make the game 
easier to digest and more workable in real- 
time. Look tor it this fall. 

Outpost 2 is slated for arrival later 
this year, and it is (thankfully) nothing 
like the original IPs now real-lime 
strategy, as you attempt to establish 
your colony-on a hostile planet occupied 
by an enemy outpost. 

Dungeon Keeper. Bullfrog's realtime 
fantasy strategy game, should be out by the 
time you read this, offering you the chance 
to play the evil dungeon master who must 
ward off intrusive do-gooders intent on 
stealing your loot 


ccw 


SEPTEMBER 1997 








WWW.CRl7CiBLE-GAmE.com 

© 1997 Ma®c AI-. rights reserved, founts is a tradema-k and Maxis, Isa legisteredtace-narx of Ma: 
ordering mK^tico tc-iact your loaRrajjftr or cai: 800-33-Max S A.-ai’afeiefor vvinpv; &' ’? 


jredfe'demarks'are the propertiespltheiyespective o wne^aKtjfeduct or.. 

CIRCLE READER SER^CE'#253 


tette^qenv] 



The next generation of War Gaming! 




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Available Fall ’97 at Software Retailers World Wide! Reserve your copy today. 



CIRCLE READER SERVICE #243 


Call (410) 933-9191 or visit our web site at www.talonsoft.com 


©Copyright 1 995- 1 997 TalonSoft Inc. P.O. Box 632, Forest Hill, MD 2 1 050 








PRELUDE 

TO 





GO 

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l 


0 

CO 

CO 

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panzer 

■ 

general 

3 


Briefing: I evaded the alarms, expertly 
picked the multiple locks, and dosed the 
guard's coifee with a sleeping aid ot my own 
concoction. I then quietly opened the 
dossier, read it, and let out a long, low whis- 
tle. Our operatives had already warned us of 
the improved Al and the more robust cam- 
paigns-including mini-campaigns from the 
Allied side-but HQ had dealt adequately 
with those factors. The breathtaking graph- 
ics, which are attained without any compro- 
mise ot the elegant interface, are more likely to overwhelm our 
wargaming chums back home. 

As I delved farther into the robust combat system, I noticed 
several improvements: ranged lire for heavy hardware; the elimi- 
nation of strategic bombers; and overhauled ambushes and air- 
field rules. Yet, at its core, the game was still the Panzer General 
we had been hypnotized by heretofore. Shaking my head, lest I 
fall too deeply under the game's insidious spell, I removed the 
impressive array of "what-if" scenarios, that I might study them 


from the safety of the hard drive in my secret hideout. As i 
stealthily made my way out of the SSI complex, I resolved to 
test the interactive impulse turns and time limits, both on and 
oft the Internet— for research purposes only, you understand. 
(Agents wishing to access the lull declassified report should 
request clearance to review last month's in-depth Panzer 
General II feature.) 

Contact: SSI, (800) 601-7529, www.ssionline.com 
ETA: November '97 


SID MEIER’S GETTYSBURG 


ACHTUNG! SPITFIRE 


Briefing: Our scouts inform us that this is no mere marketing 
bivouac. Led by none other than General Meier, EA intends to 
do us some real-time harm. No twitch and flex, mind you, but a 
serious bit of campaigning, including plausible historical alter- 
natives. Should we whip their powerful Al, human generals 
shall fight us, even o’er the Internet! This is hardly the most 
detailed tactical simulation, yet it presses home the attack on 
the flank of fun, with sufficient historical flavor. We can find fault 
with neither the morale system nor the manner in which the 
combat manifests itself, seemingly as sophisticated as the cus- 
tomary turn- 
based tactics. 
The greatest 
fear is that after 
we master the 
campaigns from 
both sides, we’ll 
fall prey to the 
randomly gener- 
ated scenarios, 
which our foe 

holds in unlimited reserve. So if you will excuse us, sir, we go 
now to prepare for the unrelenting assault of this awe-inspiring 
example of martial beauty. (For a full battle plan, see last 
month’s cover story.) 

Contact: EA, (800) 245-4525, www.ea.com 
ETA: September ’97 



Briefing: All right, lads-through use of Her Majesty’s new tech- 
nology, radar, we have spotted yet another wave of turn-based air- 
craft poised on the horizon. But this time, you must first intercept 
the opposing 
squadrons in 
an overarch- 
ing real-time 
operational 
manner 
before mov- 
ing into Over 
the Reich- 
style tactical 
combat. 

Right. All pilots are reminded that these 1940-era aircraft are not as 
maneuverable as the planes to which anyone familiar with this sys- 
tem is accustomed. Thus, they will require that you master different 
tactics in order to survive. Furthermore, we have broken the Internet 
code, and may now pursue the enemy even in stormy weather 
areas, such as AOL. In addition to defending the homeland in the 
Battle of Britain, you may also fight in the skies of our French allies, 
or even coordinate and lead Jerry’s attack. Finally, keep in mind that 
all we have to fear is fear itself, and possibly our pilots succumbing 
to fatigue-which is an element new to this simulation. Questions? 
No? Time for tea, then. 

Contact: Avalon Hill, (800) 999-3222, www.avalonhill.com 
ETA: August/September ’97 



ccw 






Just because TalonSott has developed 
its new WWil engine, don't think that the 
old one won't go out with a big bang. In 
Battleground 8: Prelude to Waterloo, 
you face the quintessential Napoleonic 
dilemma-. How-can the French forces ■ 
defeat two major armies before Wellington 
and Blucher unite their forces? In addition 
to the battles of Quatre Bras and Ligny, 
TalonSoft plans to let wouldrbe Bonapartes 
carry their results over to the campaign 
game of Battleground: Waterloo, If they 
can pullit off, (he result would be The most! 
fulfilling campaign ever for Nappleonic-era, 
gaming. 

Sierra should be putting the finishing , 
touches™ Civil War Generals this fall, 
complete with battle and map editors. Sierra 
wants to do for generals Grant and Sherman 
whal the lirst game did for Lee. Marse 
Robert is still around in the sequel, with the 
addition of (finally!) the Seven Days' Battles. 

Another sequel, Steel Panthers III. 
moves.to a larger scale, somewhere 
between the original Steel Panthers and 
Panzer General II. It will include new sce- 
narios for battles Irom both Steel I & II, as 
well as new systems lor artillery and air 
support. Don’t expect this one until late 
fall,.at the earliest. 

Great Battles of Hannibal, the sequel 
to Alexander (see the review Ihis Issue), 
■promises to spruce up the game engine. It 
will be interesting to see if Erudite Software 
and Interactive Magic can continue lo 
improve the already challenging Al.'Jhis 
genre should make its late fall shipping 
date, : but don’t expect the third gahie.ln the 
series, "Julius Caesar, "until next spring or , 
summer. 


Battleground 8: 
Prelude to Waterloo 


EASTFRONT 


Briefing: Comrade, I have escaped from the 
front with alarming news! The forces of 
TalonSoft are massing on the borders with a ter- 
rifying new engine. Da, it is beyond anything 
they have done before on the battlefield. I have 
reconnoitered their tall buildings and SVGA- 
graphics soldiers, and I have uncovered the hexagons underneath. But tovarisch, they are 
huge-enough to hold an entire Soviet rocket battalion with no degradation in graphics- 
complete with multiple zoom levels! And the sequence of play is so streamlined it is like the 
finest vodka on a cold Leningrad evening, yet it still manages to deliver a potent WWII 
punch. Whether climbing Mamayev Kurgayen or struggling through all the streets of 
Stalingrad, you may fight from platoon all the way to corps level. Never have I seen a turn- 
based assault quite like this one, as it strives to bring the great battles of the Eastern Front 
to modem, email, and Internet alike. 

Contact: TalonSoft, (800) 211-6504, www.talonsoft.com 
ETA: Fall ’97 


CLOSE COMBAT I 1 


Briefing: The recon pilot asks if I need to make 
another pass over the target. I decline. I’ve been a 
trained observer too long to deny evidence right 
before my eyes. It's hard to believe, but this sequel 
leaves the original in an abandoned foxhole. It’s 
more realistic, more interesting— Market-Garden 
rather than France ’44— and it finally has a dynam- 
ic campaign, as opposed to a bunch of scenarios gerrymandered together. Line-of-sight and 
field-of-fire have a dramatically improved feel as opposed to the original game, and are 
enhanced by the new visuals for multilevel buildings. The maps of Arnhem are probably the 
most detailed and accurate of any game ever published, and they give the impression of being 
in a real city. Best of all, Close Combat II is actually a game this time around. If it isn’t one of 
the most popular Internet strategy titles around, I’ll swallow my stogie. 

Contact: Microsoft, (206) 882-8080, www.microsoft.com/games 
ETA: November ’97 


SEPTEMBER 1997 CCW 


Briefing: Milord, I have returned from the 
witches’ cave, where Ihe old hag has divined 
the particulars of Sir-Tech’s plan. It is much 
like the tactical combat of Lords of the 
Realm, complete with boiling oil with which 
to fricassee one's enemies. But where that 
game faltered upon the open fields of battle, 

Siege wisely restricts the conflict to the con- 
fines of the castle walls. You may build siege 

engines and train archers, knights, and even peasants-for, alas, someone must hold the 
assault ladders. The castles themselves are not strictly historical, though they are indeed 
inspired by great walled towns, and crafted so exquisitely as to give the most seasoned stone- 
} mason pause. The real-time fighting moves at a stately pace— the weight of armor, we sup- 
pose-that seems ideal for Internet clashes of sword upon shield. We await yon flaming arrow, 
or perhaps a finely tuned catapult, with heightened expectation. 

Contact: Sir-Tech Software, (315) 393-6633, www.sir-tech.com 
ETA: Fall ’97 


ADDITIONAL INTELLIGENCE 



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CIRCLE READER SERVICE #267 


CONGRESSMAN AND BY LOGGING ON TO H6AT.NET NOW! 




ROCK 1 N ’ RIDE 


Briefing: Though our operatives were well wilhin the inner 
sanctums we had them scout the outer perimeter to verity 
unconfirmed reports we'd had about a dastardly new device. 

Sure enough, there it was-bright red painted girders, sinister 
black plastic seat, with tubes leading to a hidden power source 
beneath the platform: the Rock 'n' Ride. „ 

The Rock ’n' Ride is a compressed-air-operated, “full motion 
seat that responds to joystick inputs. It optionally ships with an air 
compressor, but can use any compressor that delivers at least 2 
cubic teet per minute. Although the pistons generate a slightly 
jerky motion, the whole thing is a hoot to play with, as it tilts you 
60 degrees in any direction. You strap your monitor to a platform, 
which also has a swing-out joystick tray. There’s also a footrest 
and, most importantly, an optional, gimbaled beer-can holder. 

' Normally, pulling back on the joystick generates a backward 
motion, but you can reverse the axis with a switch so that push- 
ing forward on the stick pushes the seat back-just the thing lor 
driving titles. And while the Rock W Ride's not dirt-cheap, it 
does come in at a fairly reasonable $800. 

Rock 'n' Ride does have some limitations; the monitor rack 
only supports up to 30 pounds-definitely a problem for 17- 


inch monitors. There's currently no second joystick rack for a 
throttle, although the footrest for the final product may support 
pedals. If you're yearning for a true full-motion experience with 
your sim, arcade flight game, or driving game, check this out. 
Just don't forget the Dramamine. 

Contact: Rock 'n' Ride, (888) 431 -9B93, 

www.rocknride.com 

ETA: Available Now 


THRUSTMASTER RAGE 3D 


Briefing: We've uncovered a plot by Thrustmaster to deliver 
a digital gamepad that’s comfortable for large-handed gamers 
(and you know what that means: big gloves). This new con- 
troller, dubbed the Rage 3D, uses a "lizard-eye” thumb pad in 
lieu of the more traditional thumb dish. The result is much easi- 
er operation and reduced fatigue from prolonged usage. 

Though the Rage 3D is a digital gamepad, it offers an analog 
setting as well. The analog setting provides better granularity 
for minute movement, but is somewhat less responsive to dras- 
tic movement, whereas the digital setting shortens the thumb 
pad’s overall throw, and provides much quicker response. 

Rage 3D also makes use of Thrustmaster’s new Direct- 

Connect technology, which 
assigns controllers an ID, so 
when that controller is con- 
nected, the driver will know 
which control panel to invoke. 
DirectConnect driver will also 
allow you to choose which 
controller (or controllers) you 
want to be active (gamepad, stick/pedals/throttle), and also allows 
you to configure them. DirectConnect devices will need little or no 
calibration. Rage 3D should be shipping now. 

Contact: Thrustmaster, (503) 615-3200, 

www.thrustmaster.com 

ETA: Available Now 


SAITEK PC DASH 


Briefing: 

Slipping unno- 
ticed into the 
foyer, and using 
the cardkey he’d 
removed from 
the unconscious 
guard, our agent 
was able to 
uncover details 
on UK manufac- 
turer Saitek’s new PC-Dash. And from what he found out, it looks 
like the Brits have done a nice job on this one. 

This touchpad device can partially replace keyboards. Unlike 
Quickshot’s Masterpilot, a similar product, PC-Dash is a program- 
mable device that can either be programmed via direct download 
from a Windows-based utility or through a built-in bar-code reader 
that can be printed out and saved with the software utility. You can 
design your own templates and even assign graphics or text to the 
template buttons. Templates designed by Saitek can be downloaded 
from their Web site, and a number of game companies will be 
including templates in their boxes. The only thing that seems to be 
lacking now is a support to allow the PC-Dash to stand vertically, 
but Saitek is studying that possibility. 

Contact: Saitek, (310)212-5412, www.saitek.com 
ETA: Available Now 






SEPTEMBER 1997 


ccw 






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Brace yourself for lightening-fast redraws, main 
view in a window capability, and up to 8 additional 
"smart" camera views. 


The 


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introducing the Links LS 1998 Edition. The 
forces of art and science have 
combined to produce a golf 
experience like never 
before. This new version 
of the Codie Award winning 
golf simulation is packed with 
over 25 new features! Here's just a few: 




Notice the new waving flags, birds, 
airplanes and other background 
animations with up to 8 of your 
friends over expanded 
internet play! 


Our course designers have given even 
more attention to detail including new 
water reflections, improved textures 
and enhanced sky backgrounds. 



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Available for the PC 


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CIRCLE READER SERVICE #248 







XITEL STORM 


Briefing: Xitel is sounding off in 3D with their new 
Storm PCI sound card, which is based on Oak’s OTI- 
611 chip. This new chip incorporates Aureal 
Semiconductor’s 3D positional audio technology, the 
most impressive we’ve heard to date. Now you’re prob- 
ably thinking, “Diamond’s Monster Sound, which also 
uses Aureal’s technology, has been shipping for sever- 
al months now, so what’s the big deal?" The big deal 
is that Xitel's Storm will hit the streets for about $100, 
half the price of the Monster Sound. To pull this off, 

Xitel has made some trade-offs: Storm has no Sound-Blaster support (it leaves those 
chores to an already-installed Sound Blaster), doesn't come standard with a hardware 
wavetable synthesizer, and ships with no bundled titles. Still, Storm does bring convincing 
positional 3D-audio technology at a very affordable price that will round out any gamer’s 
audio sub-system. 

Contact: Xitel, (512) 331-5544, www.xitel.com 
ETA: Available Mow 


GATEWAY DESTINATION 


Briefing: Our mole (disguised as a prairie dog) 
infiltrated Gateway 2000’s encampment to reveal 
that Gateway’s latest Destination Big Screen PC/TV 
will now be equipped with a Toshiba DVD-ROM, 
which is a logical evolution for this living-room 
home subversion, er... entertainment device. Gateway 
is using Chromatic Research’s Mpact media proces- 
sor as their MPEG-2 decoder, which will also decode DVD's Dolby AC-3 5-channel audio. 
This welcome addition of a DVD drive and decoder will allow you to get a big eyeful of DVD 
movie titles and play DVD game titles as they begin to ship. 

For gamers, our mole reports that the Destination will soon also have a long-missing 
component: a 3D graphics accelerator. The transmission trailed off with some mention of 
stampeding mad cows closing in, and there's been no word since. So while details are cur- 
rently sketchy, a 3D accelerator will comprise a very important piece of the puzzle to make 
the Destination more appealing for hard-core gamers. 

Contact: Gateway, (800) 864-0552, www.gw2k.com 
ETA: Available Now 




CREATIVE LABS PC-DVD 


Briefing: Also making waves on the DVD front is 
Creative Labs, with its PC-DVD upgrade kit. One 
thing that’s kept the DVD party from really roaring 
has been the kits’ prices, which usually ran 
between $500-800. Stand-alone DVD players 
haven't been any less expensive, coming in around 
$600-800. Our deep-cover man informs us that 
Creative has just the fix: a DVD upgrade kit for $379, which includes an MPEG-2 decoder 
board. This more attractive price makes the decision between upgrading to a fast CD-ROM 
versus DVD a good bit more interesting. And while 1997 has, so far, been wanting for DVD 
game titles, 1998 will have a number of DVD titles hitting store shelves. Currently in the 
works for release later this year is an enhanced version of Origin’s Wing Commander IV. 
Contact: Creative Labs, (408) 434-5700, www.soundblaster.com 
ETA: Available Now 




ADDITIONAL INTELLIGENCE 


Alter the raid on Saitek, our people 
had a tough time making an-escape. 
Everywhere they turned, they were sur- 
rounded by force feedback gear, 
which was practically popping out 
ol the woodwork. Escape proved to 
be a challenge. 

Thrustmaster, CH. SC&T, and ACT 
Labs were all showing force-feedback 
steering wheels. The Thrusty is a very 
early prototype, but the wheel and shifter 
looked much like the Formula T2, CH's 
wheel is very compact, with a single 
clamp holding the body ol the wheel 
down. The ACT wheel looks like a minia- 
ture dashboard. It also has a cartridge 
slot lor upgrades. If you get the PC , 
Wheel tor $99, you can add a $20 car- 
tridge and presto— you have a 
PlayStation wheel. Other cartridges will 
be available for other platforms. The 
SC8.T wheel wasn’t as striking in its 
appearance, but seemed functional. 

Force-feedback joysticks are in evi- 
dence, too. There is a secret prototype 
ot Ihe.Logilech stick from Immersion 
Technology. Microsoft's Sidewinder 
Force Feedback seems to be every- 
where, The good news is that 
Immersion's version 2.0 technology will 
be part of DirectX 5.0. 

Finally, Cybernet has its force-feed 1 
back flight yoke. This should be just the 
ticket for civil aviation butts who had 
been eyeing force-feedback combat 
sticks with envy. It's looking like 1998 will 
be the year force feedback makes its 
show of force. 


ACT FORCE-FEEDBACK 










To create -V he perfect 
Sound -far VV)njS, dhe 

•Drowned sound 

(desinners blew -Hvoug 

4e <rto*. V,wt a 
forded 

w we^ mvcropnone 


iE READER SERVICE #082 




Worst 


1 . ME TOO- ISM 


We saw well over 100 impressive 
new titles at the E3 show. And we saw 
only about 10 new ideas. Too many 
marketing weenies see a hit game and 
think the best road to a hit is to copy 
(and try to improve upon) it. So look for 
the current wave of real-time games to 
make way for a line of Tomb Raider 
clones, before the inevitable transition 
to DiABLO-alikes. 


STRATEGY OVERLOAD 


A corollary to the last entry. There 
are more than 50 games in the works 
that are variations on the Command and 
Conquer and WarCraft models. Even if 
there are 15 real winners in the bunch, 
many are doomed to failure simply 
because gamers won’t be able to pick 
them out of the horde. 


Trends at E3 


female is going to buy exploring Aztec 
ruins in short-shorts and a halter top. 
Don't these development teams realize 
it's possible to be sexy without being 
half-naked? From what we saw at E3, 
though, look for even more pneumati- 
cally enhanced females attempting to 
grab the attention of young male 
gamers who get their kicks from big, 
bouncing polygons. 


3D-CARD CONFUSION 


Developers are jumping on the 30- 
card bandwagon, but they’re all choos- 
ing different ways to ride. One game 
supports Direct3D, the next has only 
custom drivers for Rendition and 3Dfx 
cards, while the next supports OpenGL. 
It’s as bad as the early days of sound 
cards, and gamers are stuck having to 
get their Masters in Driver-ology in 
order to figure out which standards are 
supported by their home PCs. 


keep rehashing a Russian invasion of 
the Ukraine. C’mon, folks, you’ll spend 
a million on a cool 3D-engine. Ever 
notice how cheaply writers work? 


. HOLIDAY OVERLOAD 


The industry has fixated so hard 
on the admittedly active holiday buying 
season that a disturbing majority of 
games are released between October 
and March (counting all the ones 
which miss Christmas and thus ship at 
the end of the first financial quarter). 
What do they expect us to do in the 
summer, go to the beach? 


7 , GRATUITOUS PHYS I CS 


Everyone’s claiming “real physics." 
It’s one thing when it’s a flight sim or a 
driving game. But we’re seeing such 
claims in space sims and even first-per- 
son shooters. What’s next, Pac Man 3D? 






.THE BIMBO FACTOR 


We’re ecstatic to finally see some 
female heroes in 
games previously 
dominated by 
males. But the 
ones we’ve seen 
so far aren't going 
to do anything to 
get our wives, girl- 
friends, or daugh- 
ters interested in 
gaming: No 


In days past, Infocom alone put 
out more good stories each year than 
the industry as a whole manages to do 
today. The major- 
ity of fantasy sto- 
ries are AD&D 
cliches, most 
new science fic- 
tion plots would 
have been reject- 
ed by the pulp 
mags of the '30s, 
and flight sims 


Is Asteroids really that much bet- 
ter a game with other players around 
you shooting at rocks too? 


We kept hearing 50-75MB mini- 
mum install figures for new games. Hey 
guys, new systems are coming with 16x 
and 24x CD-ROMs. At least give us the 
option to try running the game from CD. 


HEROES OR BIMBOS? With Riana Rouge, Deathtrap Dungeon, and 
Tomb Raider 2 on its plate, Eidos Interactive seems to be getting 
inspiration for its heroines from visits to strip clubs. 


No matter how many ship 
dates they miss, developers and 
marketing dweebs still don't seem 
to be able to realistically tell how 
much time it takes to do a top- 
notch game today. Look for lots of 
games slated for November to be 
available just in time for the 
Easter holiday. 


CGW 


SEPTEMBER 1997 




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LOYD case* TECHNOLOGY 


Performance 
on Trial 

Windows 95: Boon or Bust for Gamers? 



n t’s been said that the 
jury’s still out on 
Window's 95 for games. 
What if Window's 95 was 
actually put on trial for 
its “crimes” against 
gamers? How would that 
jury find? Here’s a tran- 
script from the gamers' 
trial of the century. 
Prosecution: Your honor, 
ladies and gentlemen of the jury, we are 
here today to show' that running games 
under Window's 95 is a ludicrous idea. 
Performance of DOS games on 
Windows 95 simply doesn’t pass muster, 
'flie Windows 95 versions of popular 
games can’t keep up, and Windows 95 
simply hasn’t lived up to its hype as a 
gaming platform. 

Defense: We will show today, your 
honor, that these charges are unfounded 
and baseless. Windows 95 has proven to 
be a boon to gamers everywhere. Game 
developers no longer have to write their 
own device drive— 

Prosecution: Objection! Were not 
talking about game developers! Were 
talking about game players! 

Judge: Objection sustained. 
Relevancy, Counselor. 

Defense: Your honor, I do wish the 
prosecution would stick to the facts and 
not throw' out random objections 
because it sounds cool on TV 
Prosecution (incensed): Very well, 
here are some facts. During the discov- 
ery process, we took a look at DOS 
games ninning under DOS and 
Windows. We examined Windows 95 


versions of popular DOS titles. Let’s 
look at them one by one. 

Rowans Flying Corps shipped with 
both a Windows 95 version and a DOS 
version on the same CD, and simply 
put, the Windows 95 version runs 
abysmally. We tested it on a Pentium 
200, and here are the results: 


Flying Corps, 640x 480, all details turned up 


Frame Rate 

Windows 95 Native 

5-6fps 

DOS version, under DOS .... 

9-10fps 

DOS version, under Win 95 

8-9fps 


As you can see, the Windows 95 ver- 
sion doesn’t hold a candle to the DOS 
version — even when the DOS version is 
running under Windows 95! 

Defense: Your honor, we believe the 
Window's 95 version is poorly pro- 
grammed, and would submit our own 
example: QUAKE. The defense wishes 
to enter into evidence our findings test- 
ing the DOS version of Quake, both 
under Windows and Windows 95, as 
well as the newly released WinQuake. 
Here’s what we found: 


TimeOemos 

320x200 

640x480 

WinQuake 

..40.7fps 

16fps 

Quake in DOS 

,.43.9fps 

16.8fps 

Quake in Win 95 


DOS box 

,.41.6fps 

16.5fps 


Please note, your honor, that although 
the DOS version is faster under DOS, 
the overall pcrfonnancc difference is 
about 10 percent, as Microsoft has 
always claimed, and that the differences 
at the higher resolution are much less. 
And since Quake, is a multiplayer game, 


it’s much easier to use under Windows 
95 — w’hether it’s the DOS version or the 
WinQuake version — than to try to set 
up networking under DOS. 

Prosecution: Setup, schmetup. The 
fact is, there’s still a big perfonnance hit. 
And hard-core gamers know how to load 
a few' measly networking drivers. In fact, 
let’s take a look at another popular game: 
EAs ATF. We set up a “blank mission” 
(one plane only) on a mnway and 
checked out the frame rate. Note that 
we used ATFGold for the Wndows 95 
test, since Wndows 95 chokes on ATF. 
Here, then, are the cold, stark numbers: 

ATF (640x480, sky and water textures turned ofl) 
Frame Rate 

ATF (DOS) 18fps 

ATF Gold (Windows 95)....13.5fps 

1 would submit, your honor, that the 
difference here is vastly greater than a 
mere 10 percent. 

Defense: We have two issues with the 
prosecution’s technique. First, they’re 
stacking the deck by using only ports of 
DOS games. Although we couldn’t cap- 
ture a frame rate number from these two 
games, it’s clear after extensive gameplay 
that both Earthsif.CE 2 and X-WlNC VS. 
TIE Fighter run very smoothly on 
even Pentium 100s— certainly no worse 
than if they had been DOS games. 

Prosecution: We strenuously object to 
this tactic, your honor! This is merely 
anecdotal evidence! Can the defense 
offer any real numbers? 

Judge: Objection sustained. 
Counselor, do you have any data? 

Defense (vexed): Yes, you ignorant 


ill What if 
Windows 95 
was actually 
put on trial 
for its 'crimes' 
against 
gamers? 


99 


SEPTEMBER 1997 CGW 





TECHNOLOGY 


LOYD CASE 


twit — er, sorry, your honor, I meant the 
prosecutor, not you. At any rate, back to 
the whole DOS games under Windows 
95 issue, we would like to offer into evi- 
dence Descent II: 


Descent It (DOS game only) 


Frame Rate at Start of Level 1 

MS-DOS Mode 

32fps 

From Windows 95 

30fps 


As you can see, the difference is triv- 
ial. If you couple that with the ease of 
setup — Descent 1 1 uses AutoRun — 
then games become much more accessi- 
ble. We feel — 

Prosecution (indignantly): Your honor, 
the defense has raised a very salient 
issue. We’ve received numerous com- 
plaints of Windows 95 game installations 
rendering systems completely unusable 
unless the disk is fonnatted and 
Windows 95 is reinstalled. Games like 
the ill-fated Wing Commander 
K lLRATH! Pack would install DirectX 
without first asking the user. 

Defense (coldly): And to think that 
the prosecution excoriated us for using 
anecdotal evidence. We acknowledge 
that some Windows 95 games have 
been, shall we say, poor citizens. 
However, things have improved great- 
ly. The latest versions of DirectX care- 
fully check version numbers before 
installing, and if it thinks DirectX 
needs to be installed, it asks first. 

Prosecution: Your honor, the setup 
issue is a red herring. In fact, setup for 
DOS games was improving when this 
Windows 95 juggernaut rolled into town. 
The performance of Windows 95 games 
is highly dependent upon the graphics 
card and the card drivers. In fact, SVGA- 


graphics perfonnancc under DOS was 
very consistent— 

Defense: Objection! SVGA-graphics 
performance under DOS is very depen- 
dent on the installed graphics chip, 
VESA implementations, and other 
issues. It was at least as confusing as 
dealing with the graphics cards under 
Windows 95 — perhaps more so. 
Consider also the new generation of 
Windows 95 games — 3D titles that will 
take advantage of 3D accelerators. 

Judge: Objection sustained. Seems 
like six of one, half-dozen of the other, 
Mr. Prosecutor. 

Lets move this debate along. Present 
your closing arguments. 

Prosecution: Windows 95 has proven 
to be the banc of gamers everywhere. 
Poor performance of DOS games and 
the inability to even run some DOS 
games have caused great frustration and 
headaches for users everywhere. We 
submit that game developers should 
return to the well-known principles of 
DOS game development and ignore the 
dictates of the Redmond rabble-rousers. 
Given that some Windows 95 games 
perfonn only half as well as their DOS 
versions, should gamers have to keep 
paying for faster and faster hardware, just 
to try to keep up with the ravenous 
demands of Windows 95? We think not. 
We rest our case. 

Defense As usual, the prosecution tries 
to pass off innuendo and minor as fact. 

Do game developers really want to 
return to the arcane intricacies of DOS 
gaming? Do they really want to spend 
time developing drivers for multiple 
pieces of hardware? We think not. 



TWEAKBIOS 


in 


co 

< 


The true measure of a PC hard- 
ware geek is whether or not they try to 
mess around with their BIOS. (Okay, 
so I do it a bit, too.) 

However, many BIOSes are 
“dumbed down” and don’t allow 
much tweaking at all. To the rescue of 
geeks everywhere rides Miro Wikgren, 
who has written a nifty little BIOS 
tweaking utility appropriately named 
TweakBIOS. Download a shareware 


ccw 


version from Wikgrens Web site at 
wwwhelsinke.fi/~wikgrenAweakbios/. 

EZBUILD FOR WINDOWS 95 

If you’re the proud owner of one 
ofThrustmaster’s programmable 
sticks, you’re also probably one of 
the vast majority who simply down- 
load existing templates. These tem- 
plates are helpful, especially 
because programming Thrust- 
master’s sticks is an arcane art at 


And given the increasing popularity of 
multiplayer games, we would also submit 
that Windows 95 is far simpler to config- 
ure than DOS. Lastly, Windows 95 
games are embracing new technologies 
like 3D-positional audio and 3D-acceler- 
ated, high-resolution graphics; these are 
features that DOS games aren’t willing 
to address. As game developers improve 
their understanding of Windows 95 game 
development, the games will only get 
better. The defense rests. 

YOU BE THE JUDGE 

The case now goes over to the most 
demanding jury of all: gamers. Ultimately, 
you have to decide whether Wndows 95 
games are better than their DOS coun- 
terparts. Speaking as one juror/gamer, I’ve 
evolved my system to the point where I 
rarely boot to tlx: DOS prompt anymore, 
even for DOS games. And almost all of 
the hot titles currently in the works are 
Windows 95 titles. 

I do believe game developers and 
Microsoft are trying to atone for the sins 
of the recent past. Some new games, like 
X-Wing vs. TIE Fighter, install easily 
and perform pretty well. In the end, 
though, you must decide whether this 
brave new world is for you. Change is 
never easy, but with titles such as JEDI 
Knight, Semper Ft, IE-22, and others 
coming down the pike, I know that its 
the titles that count. If they’re good 
games and good PC "citizens,” then all I 
care about is how they immerse me. Let 
me know what your experiences are and 
how you, the jury, find. 

Return your verdict to: lcase@pac- 
bell.net.^ 

best. Mario Casabar thought so too, 
so he wrote EZBuild for Windows 
95, a shareware front-end for pro- 
gramming Thrustmaster gear. It’s 
especially handy for the more com- 
plex setups, like the FLiCS/TQS 
combo. To run EZBuild, you’ll also 
need the latest set of Thrustmaster 
files. Get a copy of EZBuild on the 
Web at heml.passagen.se/kallesel/. 
Make sure you send Mario the 
shareware fee. 


SEPTEMBER 1997 







EIGHT EIGHTH 

SIX SIX NINE 

ZERO NINE S IX NINE 
IFYOUARE^H 



HUNGRY H 
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Intel® 200MHz Pentium'' processor with MMX " technology 
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4GB UltraATA hard drive 
24X EIDE variable speed CD-ROM drive 
3.5" floppy drive 
lOOMB Iomega Zip drive 
32 voice wavetable stereo sound with speakers 
U.S. Robotics Sportster 56K x2 internal data/fai modem' 
PCI 64-bit 30 video, MPEG, 4MB EDO DRAM 
iFGx, .26dp(16.0" display) 


(Comprised of MMX technology-based software) 
Universal Serial Bus connections 
5-year/3-jear Micron Power 1 limited warranty 


>r (features MMX technology) 
cache, 2MB BIUS 

48MB EDO RAM 

4GB EIDE hard drive 

24X EIDE variable speed CD-ROM drive 

3.5" floppy drive 

lOOMB Iomega Zip drive 

32 voice wavetable stereo sound 

U.S. Robotics Sportster 56K x2 internal data/fax modem' 

PCI 64-bit 3D video, MPEG, 4MB EDO RAM 
IT Micron 700FGx, .26dp(16.0" display) 

Tool-free minitow 




Are you ready to dish up computer 
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graphics-intense games or video-packed 
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models featuring Fusion 3D. Our Millennia 
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•Maximum transmission speed of up to 56Kbps when downloading data and 33.6Kbps when uploading. However, actual 
performance is dependent upon numerous factors and observed transfer rates may be less than the maximum potentials. 
*' The CD ROM drive will be removed upon the purchase of the DVD upgrade. 


MICRON 

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pentium* 

©1997 Micron Bectronfcs, Inc. All rights reserved. Micron Electronics is not responsible lor omissions or errors in typography or photography All purchases are subject to ; 
ability. Prices and specifications may be changed without notice; prices do not include shipping and handling and any applicable taxes. 30rtay money-back policy does not 
include return freight and original shipping/handling charges, applies only to Micron brand products and begins tram date ol shipment. All sales are subject to Micron 

Electronics' current terms and conditions of sale. Lease pnces based on femonth lease. The Intel Inside loar • — 

ot Intel Corporation. Microsoft, Windows, Windows NT and the Windows logo are registered trademarks ol Mi 
tered trademarks are the property ot their respective companies. 


CIRCLE READER SERVICE #100 





BY INTERGRAPH 


Call for your nearest retailer 1-800-763-0242 
Visit Intergraph on-line at www.intergraph.com 


The critics have chosen Intense 3D 1 00, too. And 
awards like PC Magazine's Editor's Choice, Family 
PC's Best Buy, HomePC's Reviewer's Choice, CG's 
4-Star Rating, Windows Stellar Award and 
Computer Life's 4 Star Rating, mean you'll have 
the winning edge. 

Key features to help you crush your opponents 
include 4MB of RAM, bi-linear and tri-linear 
filtering for smooth, realistic surface and blood 
textures; anti-aliasing to remove jagged edges 
from flat foes; and, gouraud shading to provide 
photo-realistic shading effects which you can't live 
without. Also included with every Intense 3D 100 
accelerator are four accelerated 3D 
games so you can massacre your 
enemies...and friends.Jn style. 

So race to your local computer retailer 
and demond Intense 3D 100. Tell them 
the world will end if you don't get it. But 
tell them with a smile! 

Intense 3D 100... 
it's made by Intergraph 
Computer Systems, 
so it's got to be great! 


Intense 3D 100, 


power-game performance 
at an entry-level price! 

Here's your weapon if you demand outrageous 3D 
and 2D performance. Based on Rendition's Verite 
graphics technology, the Intense 3D 100 delivers 
mind-stunning frame rates and intense images from 
games like Tomb Rainders, IndyCar II, Quake, mdk, 
Duke Nuken and many more. 







Intense 3D Voodoo ••• 


the most powerful 
3D graphics accelerator 
available! 


Here's the weapon of choice for Voodoo fans 
wanting to teach those with inferior gear a 
major lesson. And because Intense 3D Voodoo is 
based on Voodoo Rush technology from 3Dfx 
Interactive, you totally dominate your opponents 
with the absolute finest 3D performance and...get 
true, accelerated 2D for Windows for when you're 
feeling a little less dimensional. 


So now you can have the ultimate game thrill 
along with stunning performance for all your 
other PC needs like Web surfing, real-time video, 
multimedia, standard Windows applications 
and more! 


With features like 6MB of RAM, S-video and 
composite video out, anti-aliasing and full blending, 
the Intense 3D Voodoo is an unbeatable weapon. 


Don't wait! Get to your local computer retailer and 
tell them you want the Intense 3D 
Voodoo graphics accelerator. 

Tell them you've got to have it to win! 


Intense 3D Voodoo... 
it's made by Intergraph 
Computer Systems, 
so it's got to be great! 


CIRCLE READER SERVICE #073 



HARDWARE HARDWARE 


***** REVIEW • PLEXTOR 12/20 CD-ROM DRIVE 


Spin City 

by Loyd Case 




Price: $225 (street 
price w/o SCSI 
host adapter) 

Manufacturer: Plextor 
(800) 886-3935 
www.plextor.com 
Reader Service #; 316 


I hc effort to increase the speed in 
CD-ROM drives has resulted in a 
shift from CLV (constant linear 
velocity) to CAV (constant angular 
velocity) CD-ROM drives. CLV 
drives move data under the head at the 
same rate and constantly change rota- 
tional speed, whereas CAV drives keep 
rotational speed constant, producing a 
variable data rate, depending on the 
location of the head. 

Plextor has taken a slightly different 
tack with its new drive. The 12/20 is a 
partial CAV drive, meaning it changes 
speed, but only in discrete intervals on 
the disk. In other words, it shifts gears 
depending on whether the head is clos- 
er to the inside or the outside of the 
disk. The “12/20” refers to the minimum 
and maximum speeds (relative to a 


single-speed drive). This is a refreshing 
bit of honesty in the midst of all the 
marketing hype about high-speed CD- 
ROM drives. 

Like all Plextor drives, the 12/20 is a 
SCSI device, but unlike earlier Plextor 
products, it’s offered only in a tray ver- 
sion. The 12/20's street price is lower than 
that of earlier Plextor products — around 
$225 (sans SCSI host adapter). 

Looking at the numbers, this is one 
fast drive — it easily outpaces some 
“24.x” drives, and it comes in with a 
WinBench 97 CD WinMark of 1400 
on a Micron Millenia 166MHz 
Pentium system. Most EIDE 24x drives 
come in at roughly 1200-1250 
WinMarks. Sequential throughput 
seems better, too, probably due to the 
large 512KB buffer. One other nice 


feature is its support for reading the 
new CD/RW (erasable) CDs. 

Given the combination of lower price 
and bam-buming performance, this is a 
terrific CD-ROM drive if you want a 
SCSI device. Given that DVD drives 
will probably come of age in the next 
12-18 months, the 12/20 may be the last 
CD-ROM drive you’ll ever need. % 

►APPEAL: Those wanting the ulti- 
mate in CD-ROM drive performance. 
►PROS: Fast, fast, fast; reads 
CD/RW. 

►CONS: 

Requires SCSI 
host adapter; 
still more expen- 
sive than EIDE 
offerings. 




a 


REVIEW • QUANTUM FIREBALL ST 3.2 


More Storage 
in Less Space 

by Loyd Case 


Price: $279 (approxi- 
mate street) 

Manufacturer: Quantum 
Corp. 
(408) 894-4000 
www.quantum.com 
Reader Service d: 333 


I he new Fireball ST represents the 
leading edge of EIDE hard 
drives, and has all the spiffy fea- 
tures you’d expect in modem 
hard disks: magneto-resistive 
(MR) heads (which can read more 
tightly packed, smaller tracks) and 
Partial Read Maximum Likelihood 
(PRML) read channels (for predicted 
read-ahead caching). Because its MR 
heads allow for reduced individual 
track size, it can pack 3.2GB into a 1- 
inch-high form factor. Most important- 
ly, it supports the new Ultra DMA/33 
(a.k.a. UltraATA) EIDE standard. Ultra 
DMA/33 doubles the theoretical maxi- 
mum throughput of EIDE from 
16.6MB/sec to 33MB/sec. 


I slipped the drive into a Pentium 
MMX system with the new Intel 430TX 
chipset, which supports Ultra DMA/33. 
Using WinBench 97, the drive posted a 
score of 966 with Ultra DMA/33 dis- 
abled, and just shy of 1,000 with Ultra 
DMA/33 enabled. This seems like a fair- 
ly minor speed improvement, but the 
overall feel of the drive was certainly dif- 
ferent. I’m used to mnning systems with 
high-speed, wide SCSI drives and, 
unlike other EIDE systems I’ve used, 
this one seemed quick and responsive. 

The Fireball ST can be found as low 
as $279 mail order— certainly not a bad 
price for a leading-edge, high-capacity 
EIDE hard drive. Although the Fireball 
ST will run just fine in a standard EIDE- 




based system, you'll need either a 430TX- 
based system or a PCI-based Ultra 
DMA/33 drive controller. But if you’ve 
outgrown your current drive, or want bet- 
ter perfonoance from an EIDE drive, 
take a good look at the Fireball ST. *fc 


►APPEAL: Those wanting fast, 
cost-effective hard-drive perfor- 
mance. 

►PROS: Small; fast; relatively easy 
to install. 

►CONS: Needs 
a new mother- 
board or a new 
disk controller 
for maximum 
performanca 



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Combat 


Too can play 
fill! of course 




www.chproducts.coni 


’1997 CH Products, A Joystick Technologies Inc. CK 


mk: r?rme to 




HARDWARE HARDWARE 




REVIEW • THRUSTMASTER TOP CUN USB JOYSTICK 

Highway to the USB Zone 1 

by Dave Salvator 


Price: $50 
System Requirements: 
[em with USB-aware moth- 
joard and BIOS USB Patch 
Vindows 95, One USB port. 
Vendor: Thrustmaster 
(503) 615-3200 
www.thrustmaster.com 
Reader Service ft: 317 


B espite great advances in processors, 
graphics, audio, and otlrer architec- 
tural improvements, PCs still have 
a frequently used wart: the 15-pin 
joystick port. Gamers who want to 
use multiple controllers have had to buy a 
switch-box or invest in Advanced Gravis’ 
GRiP.Then there are calibration head- 
aches and thermal drift, owing to sound 
card vendors’ use of cheap A/D convert- 
ers. Digital controllers have solved this 
problem somewhat, but you can still use 
only one at a time. The Universal Serial 
Bus (USB) will soon go a long way to solv- 
ing this problem, allowing digital con- 
trollers to be attaclied/detached sans 
reboot, and with a hub, support four or 
more controllers simultaneously. 
Thrustmaster’s first USB offering is its Top 
Gun stick, an entry-level stick which turns 
out be a solid Win-95 perfonner. 

The first remarkable thing with this 
Top Gun is how simple the installation 


is, though you’ll need to have a USB- 
aware BIOS and Microsoft’s USB patch 
for Windows 95 before getting started. 
Because USB devices are hot-swap- 
pable, Windows 95 immediately finds 
the Top Gun when you plug it in, and 
prompts you for a driver. One floppy 
later, Top Gun was ready to roll. Because 
Top Gun is a digital stick, it holds calibra- 
tion very well, with no noticeable drift. 

We took tlie Top Gun for a spin through 
USNF ’97 and Interstate 76, and in both 
titles, it was a very able perfonner, delivering 
Thrustmasters usual taut feel. 

Unfortunately, Top Gun USB can’t be used 
with a separate throttle or pedals, so serious 
flight jockeys may want to look elsewhere. 
Turning to DOS, tire driver we used didn’t 
yet have support for DOS titles in a 
Windows 95 box. At press time, 
Thrustmaster stated this support would be 
in an updated driver. USBs serious down- 
side Is that not all USB implementations will 


have native DOS 
support, and since not all DOS titles are 
well-lxdiaved when run within Windows 95, 
USB isn’t quite tlx; savior we had hoped. 

TlmisImasteraLso makes a joystick port 
version of Top Gun, which is about $20 
clxa|)er, supports DOS tides, and works 
with a tlirottle and pedals. And while die 
USB version is a fine performer, consider its 
limitations before making die investment.^ 

►APPEAL: Part-time fly-boys partial 
to Windows 95. 

►PROS: Stupid-simple installation; 
good feel in Windows 95 titles; solid 
calibration, cheap. 

►CONS: No 
onboard throttle; 

DOS titles sup- 
ported only with- 
in Windows 95; 
can’t be used 
with throttle or 




REVIEW • DIAMOND FIRECL IOOO 


So Where’s the Fire? 

by Loyd Case 


• Price: $299 
with 4MB S6RAM 
Manufacturer: Diamond 
FireGL 1000 
Distributor: Diamond 
Multimedia, San Jose, CA 
(800) 468-5846 
www.diamondmm.com 
Reader Service d: 318 


T he 3D Labs Permedia chip is one 
of the long-awaited 3D-accelera- 
tor chipsets. When coupled with 
the 3D Labs Delta chip— a float- 
ing point setup engine — it 
becomes the core of a moderately 
priced, professional 3D-accelerator. 
Diamond’s FireGL 1000 is just such a 
card, but for gamers, 3D Studio Max 
performance probably isn’t of interest, 
rather, they should pay attention to how 
well it handles games. 

On the surface, the specs are relative- 
ly impressive, but when you dig deeper, 
you find a few holes in the architecture. 
For example, to do bilinear filtering, 
Permedia uses only 3-bit precision— and 
it shows. In the 3D WinBench quality 
tests, the image quality of the FireGL 
1000’s filtering leaves a lot to be desired, 
producing visible, chunky pixelization. 


Performance is a mixed bag. We 
tested the card on a ABIT IT5H with a 
Pentium P54C/200 with 64MB of 
EDO DRAM. WinBench 97’s business 
graphics WinMarks comes in at 58.1 
(1024x768x16) and 57.1 (800x600x24). 
On 3D WinBench 97, FireGL posts a 
score of 53.1, well below the 120 posted 
by Diamond’s 3Dfx-based Monster 3D. 
DOS performance is weak, with the 
DUKE NukEM 3D benchmark showing 
28fps versus the 45fps from STBs 
ET6000-based Lightspeed 128. Quake 
is a little slower as well, with a score in 
TimeDemo 1 of 44.1fps at 320x200 ver- 
sus 48.1 for the ET6000 card. Finally, 
there’s no VESA 2.0 support in ROM, 
so you’ll need to get a utility like 
Display Doctor. 

FireGL 1000 supports up to 8MB of 
SCRAM, and comes with a set of utilities 



tuned to the needs of CAD and 3D mod- 
eling professionals. Its also capable of 
high refresh rates at high resolutions. If 
you’re looking for a graphics card that is 
primarily a 3D CAD card at a low price, 
with gaming as a secondary feature, tlien 
FireGL is a contender. However, it’s 
pricey, and tlie Direct3D performance 
and image quality aren’t great, so it’s not a 
good answer for hard-core 3D gaming.% 

►APPEAL: 3D CAD designers who 
moonlight as part-time 3D gamers. 
►PROS: High memory capacity; good 
2D Windows pe 
foimanca 
►CONS: Poor 
3D image quali 
ty; expensive; 
so-so DOS per- 
formance. 








Want it. B 




Live it. 









166 MHz TD-22 

• Intel* 1 66 MHz Pentium* Processor 

• 16 MB Synchronous DRAM 

• 51 2K Pipelined Burst Cache 

• Intergraph Intense 3D ,M 100 Graphics 
w/4MB EDO RAM 

•1.7 GB 10ms EIDE Hard Drive 
•12XEIDE CD-ROM 

• Microsoft* IntelliMouse* 

• 2 USB Ports, 2 Serial Ports, 1 Parallel Port 

• 1 5sd67 Monitor (14.0"viewoble) 


$ 1,559 


200 MHz TD-25 


• Intel* 200 MHz Pentium* Processor with MMX™ Technology 

• 32 MB Synchronous DRAM 

• 51 2K Pipelined Burst Cache 

• Intergraph Intense 3D™ 100 Graphics w/ 4 MB EDO RAM 
•5.2 GB 10ms EIDE Hard Drive 

• 12X EIDE CD-ROM 

• Ensoniq™3DWavetable Card plus Amp, Speakers & Mic 

• Microsoft” IntelliMouse* 

• 2 USB Ports, 2 Serial Ports, 1 Parallel Port 

• 1 7sd69 Monitor (1 6.0"viewable) 


233 MHz TD-25 HfW- 

• Intel 233 MHz Pentium' Processor with MMX™ Technology 

• 32 MB Synchronous DRAM 

• 51 2K Pipelined Burst Cache 

• Intergraph Intense 3D™ 1 00 Graphics w/ 4 MB EDO RAM 
•5.2 GB 10ms EIDE Hard Drive 

• 12X EIDE CD-ROM 

• Ensoniq™ 3D Wovetoble Card plus Amp, Speakers & Mic 

• Microsoft' IntelliMouse' 

• 2 USB Ports, 2 Serial Ports, 1 Parallel Port 

• 1 7sd69 Monitor (16.0"viewable) 

• 33.6 Baud Fax/Modem 


$ 2,329 $ 2,639 


Systems include: 30-doy money-back guarantee, 3 year limited warranty* one year on site, Windows 95‘ w/30 Days Free Phone Support, 
Windows* 95 ready 1 04-key keyboard, tool-free mini tower case 




266 MHz TD-225 nev>- 

• Intel 266 MHz Pentium" II Processor with MMX '“Technology 
•64 MB EDO ORAM 

• 51 2K Pipelined Burst Cache 

• Intergraph Intense 3D ,M 100 Graphics w/ 4 MB EDO RAM 

• 5.2 GB 10ms EIDE Hard Drive 

• 12X EIDE CD-ROM 

• Ensoniq' M 3D Wavetable Card plus Multimedia Keyboard 

• Microsoft" IntelliMouse" 

• 2 USB Ports, 2 Serial Ports, 1 Parallel Port 

• 1 7sd69 Monitor (1 6.0"viewable) 


$ 3,119 


model #499 


Order Direct Now! 
1 - 800 - 692-8069 

or order on-line 
www.intergraph.com/express 
Next-day shipment available. 

•Serna podded bf Itwggph bfontiM. On-site seftiee no* K« t» onibble ia odoia mole locotions. 30-day money -tod polit* don Ml inclade cmpnol a HUa shppng ord to’dixg doges old begns fccoiad 
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Copaami. MW(HI 2 Intergraph Computer Systems 1-205-730-5441 


CIRCLE READER SERVICE #074 




Work fast to match up marbles 
and make them disappear. 


Lose Your Marbles. Bringing America 
to a grinding halt this September. 

Free Demo available now at www.segasoft.com 

System requirements: Windows 95 IBM PC or compatible with P60 MHZ 
processor, CD-ROM, I MB SVGA. 8 MB RAM, Direct X 3.0. Lockable 
door. Disconnectable phone. Authority to cancel prior commitments. 


(SegaSoft) 




To win you have to 
Lose Your Marbles. 


01997 SegaSoll, Inc. All rights reserved. SegaSoft, Lose Your Marbles and the SegaSoll logo are Irademarks ol SegaSoll Inc. Windows®95 
Is a rogislerod trademark ol Iho Mictosoll Corporation, The ralings icon is a Iradomark ol Iho Interactive Digilal Software Association. 


CIRCLE READER SERVICE #360 





The Most Hespeoied Reviews ES Saif || SmE A 

in the Industry for 15 Years ■ Hm W ■Ban ■■ BiP 




SCORPIA'S REVIEW 


Review Quote Of the Month 


CO Choice 
Games This Month 


Reader Quote 

I (agree) with Sandra Allison’s letter. 
Too many games do have women killed, 
maimed, beaten, and naked. Don’t get 
me wrong. I'm the guy who thinks 
Wolfenstein 3-D should have included 
more than a few grateful frauleins for our 
hero to find, liberate, and thus get some 
well-earned R&R (if you know what I 
mean). Still, in my limited gaming experi- 
ence I still can’t figure out: Duke Nukem's 


dancers/naked captives; Legacy of Kain’s 
chained-up babes waiting to be drained 
by our vampire hero (why only women 
captives?); and Tomb Raider’s Lara Croft. 
We finally get a strong woman central 
character, but she’s been given a 
physique that's definitely Barbie-esque. 

Is this because the target audience is 
not only 97 percent male but also 
males who have never gone on a date? 

What can be done? How about a 
first-person 3D shooter like Quake that 
gives you the option of “sex of player” 
along with "your name” in the multi- 
player setup? Thus, triggering the 
appropriate male or female voice when 
you jump, are wounded, killed, and the 
like. Could id issue it as a patch? 

Also, thanks for the Myst explanation. 
Keep up the good work. 

—Howard Hopkirk 


"Callahan's Crosstime 
Saloon is the funniest 
game I have played 
in four years." 

— Charles Ardai 


HOW DO WE RATE? 


We only review finished products, not pre-release versions. The ratings are as follows: 


Outstanding: 

The rare game 
that gets it all 
right. The graph- 
ics, sound, and 
gameplay come 
together to form a 
Transcendent Gaming 
Experience. Our strongest 
buying recommendation. 


Very Good: 

A high-quality 
game that suc- 
ceeds in many 
areas. It may 
have minor prob- 
lems, but is still worth 
your money, especially if 
you’re interested in the 
subject matter or genre. 


Average: 

A mixed bag. It 
can be a game 
that reaches for 
the stars, but 
falls short in sev- 
eral ways. It can also be 
a game that does what 
it does well, but lacks 
flair or originality. 


Weak: 

A game with seri- 
ous problems. 
Usually buggy, 
seriously lacking 
in play value, or 
just a poorly-conceived 
game design-you 
should think long and 
hard before buying it. 


Abysmal: 

The rare game 
that gets it all 
wrong. This is 
reserved for those 
products so 
buggy, ill-conceived, or 
valueless that you won- 
der why they were ever 
released in the first place. 



SEPTEMBER 1997 


CCW 






Dark 


There is life on Mars. And in the twilight Of the 21 si century, it ra 
its ugly head. Dark Colony-transports you to that not-so-distant f 
Where warring corporations have plundered Mars and unearthed 
horrific secret. Now, all must suffer the consequences, • 

This Is real-time tactical combat - smart, visual, and violent. 
The animation? Flawless. Feel the heat and toxic gases singe yoi 
with each fiery explosion and massive eruption. 


r 

IS 



last September, Nasa Showed you microbes From mars. 



TODAY, WE'D LIKE TO SHOW YOU HOW NICELY THEY'VE GROWN UP. 


CIRCLE READER SERVICE #234 


ADVENTURE/RPG 


kkkki REVIEW • CALLAHAN'S CROSSTIME SALOON 




SS8C8 


Puns of Steel 



Belly-laugh up to the Bar in Legend’s Hilarious Romp 

by Charles Ardai 



Price: S39.95 
Minimum System 
Requirements: 486/66, 
DOS 5.0 or Win 95, 8MB 
RAM, 2x CD-ROM drive, 
VESA-compatible or 
SVGA-graphics card, 
mouse; supports all 
Sound Blaster-compatible 
and other major 
sound cards. 
Multiplayer Support: 

None. 

Designer: Legend 
Entertainment 
Publisher: Take 2 
Interactive 
New York, NY 
(212) 941-2988 
www.kaizen.net/legeiul/ 
Reader Service ft: 319 


I have a confession to 
make: Despite this mag- 
azine’s enthusiastic sneak 
preview, I didn’t expect 
much from Callahan’s 
Crosstimf. Saloon. I 
don’t know why. Spider 
Robiason is a very good, 
very funny, science-fic- 
tion writer. Josh Mandel, 
the game’s designer, coaulhored 
one of myall-time favorite 
games, Sierra’s Freddy 
Pi larkas, Frontier Phar- 
macist. The publislxr, Legend, 
has done some good work and 
some great work, but never any- 
thing really bad. 

BuL.games adapted from works of 
science fiction so rarely work, Robinson 
wasn’t writing the game, and Mandel 
had also coauthored Sicaa’s Sl’ACE 
QUEST VI, which was weak even by that 
series’ declining standards. Plus, comedy, 
which is probably the hardest thing to get 
right in science fiction, is even harder to 
get right in a computer game. So, I went 
in prepared for the worst. I came out, 
many hours later, with what might mod- 
estly be called a changed opinion. 



series of interesting prob- 
lems to solve, and a cen- 
tral location to return to 
between every two legs of 
the adventure. Tlx: stories 
have obvious adventure- 
game potential, and they 
include keeping a lonely 
vampire from killing him- 
self by reuniting him with 
his lost love, rescuing a 
kidnapped bar buddy who 
happens to be a talking 
dog, and so on. 


STRANGE BREW At Callahan’s, you’ll meet all sorts of creatures, 
such as the incomprehensible, multilimbed Squish. 


BAR NONE 

Callahan’s Crosstime Saloon is 
the funniest game I have played in four 
years. 1993 was the year that not only 
Freddy Pharigvs but also LucasArts’ 
hilarious Day OFTl-IE TentacI , 15 came 
out. Since then, there have been sequels 
to almost every game you can name, but 
never a Freddy Pharkas 2 or a Return 
of the Tentacle; and although 
attempts at comedy have been reported 
from time to time, the sound of actual 
laughter has been scarce indeed. 

This game, as in the Callahan boob, 
gives us a peek inside a l ong Island bar 
that is rather more unusual on the inside 
than you’d expect from its conventional 
exterior. Mike Callahan, the proprietor, 


mns a friendly neighborhood joint, but the 
neighborhood he serves spans galaxies 
and eons. Time travelers, aliens, robots, 
vampires, and the occasional scruffy 
human all take their place at the rail. 

Now, this notion is not unique to 
Callahan's— Lawrence Watt-Evans’ 
award-winning story “Why I Left Harry's 
All-Night Hamburgers” told of a similar 
joint, and Ceorge Lucas’ cantina in Star 
Wars seemed Callahanian, at least in its 
biological diversity. Steve Mcretzky’s 
new game, Ti ll '. SPACE Bar, has a little 
Callahan’s to it as well. 

But what sets Callahan’s apart from 
the other exotic watering holes, and what 
keeps readers coming back, is its over- 
whelming good nature. No blaster duels 
here — the weapons of choice in the 
nightly showdowns are puns, not guns. 
Not that Callahans is some sort of sissi- 
fied feel-good yuk parlor; it’s just that the 
people (and other critters) who go there 
all have enormous affection for one 
another, sort of like Cliff, Norm, and the 
rest of the gang at Cheers. 

The universe they inhabit is often a hos- 
tile one but, by working together, they beat 
the threats every time. What better 
premise for an adventure game? You’ve 
got a wide range of colorful characters, a 


GAG ME 

Still, it all would fall 
apart if the jokes were 
lame. Thankfully, they aren’t. Here there 
be wit! Actual, honest-to-god wit! Funny 
remarb, clever puns, relentless running 
gags — and plenty of them. How often 
does a computer game make you laugh 
out loud even once? This one had me 
laughing from start to finish. 

You can spend hours just clicking on 
one object after another simply to see 
what jokes you uncover. There aren’t a 
lot of locations in the game— fewer than 
a dozen in each of the game’s six ‘‘mis- 
sions”— but you can examine each 360- 
dcgrcc view, and there arc gags packed 
into every corner. 

On an airstrip in Brazil (where you go to 
save tlx best chocolate in the world from a 
clear-cutting industrialist), you see a guard’s 
shack in front of you, a man working on a 
jeep, and tlx plane you flew in on. All you 
have to do is knock tlx guard out with a lit- 
tle morphine, steal some supplies, and 
lxad off into tlx jungle — but if that’s all 
you do, you’re missing all tlx fun. 

Click on the shack and your character, 
scruffy human Jake Stonebender, remarb 
that it loob ready to keel over— which 
would be particularly funny if the guards 
name was “Neal,” since then you’d get to 
see “the shack keel on Neal.” Agroaixr, 
yes— well, maybe you’d rather pay more 




SEPTEMBER 1 



Its time to see what the critics and 
gamers are all talking about. 





5 out of 5 stars Computer Life 
May 1997 “...offers one of the most 
fluid, absorbing fantasy-horror game 
experience's available.” ■ 


4Vz out of 5 stars CGW May 1997 


ROTH covers all the bases 


4 out of 5 stars • • 

Computer Games Strategy Plus 
May 1997 Stamp of Approval 


4.5 rating out of 5 Game Pro 

You’ll have a fine time 


April 1997 
playing in this Realm 


...over 50 hours of riveting gameplay. 
Ultra Game Players 
April 1997 




Gremlin 


■AMERS. FOR GAMERS."' ' 

CIRCLE READER SERVICE #269 www.interplay.com ESRB 

01 Wo Gremlin Interactive, Ltd. All rights reserved. Realms of the Haunting and Interplay ate trademarks of Interplay Productions. All rights reserved. Interplay 
is lhe.sole publisher aifd'distrilxitor. Licensed irom and developed by Gremlin Interactive, Ltd. All other trademarks are the property of their respective owners. 



ADVENTURE/RPG 


REVIEW • CALLAHAN'S CROSSTIME SALOON 



STREET MART To get to Brazil and save Josie’s beloved 
cacao trees, you're going to need a passport. Maybe this 
hip '70s leftover can help you. 

attention to the jeep? Click on the spare 
tire on the ground beside it and the narra- 
tor will point out, “The gentleman with the 
jeep is obviously not working tirelessly.” 
Click on the jeep itself and you’re told, 
“That old wreck is getting a spare tire. And 
so is the jeep lie’s working on. Sorry, that 
was a jeep shot." 

And not all of the comedy is of the 
punny one-liner variety (though some of 


the funniest is). There are also delicious 
dialogues, such as an argument you have 
in Transylvania with a coachman who 
grows more convinced that you’re really 
a closet vampire the more you protest 
that you’re not. Even the obligatory Star 
Trek jokes are a cut above — instead of 
some weary Spock or Scotty shtick, 
Mandel tosses in subtle gags about 
Losira (from the episode “That Which 
Survives”) and the white-homed mugato. 

PARTY CRASHING? 

Callahan’s doesn’t slow down for a 
second. If you don’t know what a mugato 
is, then you miss that particular joke, but 
it doesn’t matter because there are 
another dozen racing at you at all times 
(jokes, not mugatos). That the stories are 
well told and the puzzles intricate and 
satisfying is almost beside the point— 
there is plenty to praise here, but it’s the 
comedy that makes the experience. 

Maybe the most impressive thing about 
this game is that the comedy is so good, it 
even makes up for a number of really 
shocking flubs, some of which are as small 


as typos (“slipts” for “spli ts,” “Your are in 
tlie pot” for “Your beans are in the pot”), 
others of which include bugs that cause 
the game to crash completely. That tlie 
final version of a game this good still con- 
tains abundant crash bugs is embarrassing. 

But make no mistake: CALLAHAN’S is a 
wonderful, wonderful, wonderful game, 
and I’m not just saying that because I get 
paid by the word. Callahan’s left me 
with one of the biggest damn smiles a 
computer game has ever put on my face. 
And I’d come back in a heartbeat. % 


►APPEAL: Not just Spider 
Robinson’s readers or sci-fi fans— 
anyone who finds Leslie Nieisen’s 
movies funny will love this game. 


►PROS: Densely packed with wit 
and nonsense— there’s more laugh- 
out-loud jokes in any one scene than 


in most entire 
games. 

►CONS: A num- 
ber of flaws; 
ranging from 
typos to game- 
crashing bugs. 




For a FREE CATALOGUE CALL 

1 - 800 • 8-THUNDER 


ThunderSeat Technologies 

17835 Sky Park Circle • Suite C 

Irvine, CA 92614-6106 

714* 851-1230 Fax: 714*851-1185 


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Anyone who plays computer games 
will want this AMAZING CHAIR!" 

Marc Spiwak 
POPULAR ELECTRONICS 

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HOW IT WORKS 

A 100 watt subwoofer built into the base 
generates low frequency sound that resonates 
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simulation. Paired with your amplifier, the 
ThunderSeat makes your favorite flight sim as 
realistic as it can be without a motion simulator! 

OPTIONAL SIDE CONSOLES 

Put your favorite joystick controls and mouse at 
a convenient position. Add a keyboard holder 
and you have the perfect setup for both flight 
simulation and office work. 

Shake Rattle and Roll 
for as little as S1S9.9S! 


CIRCLE READER SERVICE #161 








AJVADvmm. 


You’re a dog in a dog eat dog world. 



Where getting drunk as a dog and defeating the top dog, is so real your 
friends may have to stop you from chasing cats and drinking from 
MfUil the toilet bowl... 


Features 

• 64,000 color gaming world 

• 360 degree seamless 
animated display 

• Realistic style puzzles with 
sensiEte-fateraction 

• Fully animated inventory 
system 

• Incredible atmosphere that 
encompasses sight and sound 


Grab a / 
Demo here 

www.impactgames.com 


Published by 


"gameplay in Dogday is an exceptional piece of work" 

‘the atmosphere sucks you right in" '“real world style puzzles' 
"sensible interaction" •"beautifully rendered” 

PC PowerPlay 


Doing it is better than watching it! 


To place an order, contact your local retailer or call 1-888-351-5969 

Copyright 1996 Impact Interactive Publishing Pty Ltd. All rights reserved. Dogday Is a trademark of Impact Interactive Publishing Pty Ltd. All rights reserved. 



M 






| ' |§ 



i 1 

1 /V 

WTO" ' ■' 

'ji 

§■ 






Ill 111 UJ. 3DO.com 


UPRISING is a trademark ol The 3DO Company. 45 1997 The 3 DO Company. All rights rescued. 


CIRCLE READER SERVICE #113 




Lands of lore is a registered trademark of, and Guardians of Destiny is a trader 
© 1997 Westwood Studios, Inc. All rights reserver 




Westwood Studios 

ODUCES THE 


ili 


Uu vi no aci sra a 


GUARDIA 


m ot 





ADVENTU RE/RPG 


REVIEW • STAR TREK: GENERATIONS 




Price: $48.99 
Minimum System 
Requirements: Windows 95. 
Pentium 90 or faster (PI 66 
recommended), 16MB RAM 
(32MB recommended), 
75MB hard drive space, 
high-color graphics for 
640x480 16-bit color (2MB 
video RAM minimum and 
must be compatible with 
DirectX), 4x CD-ROM drive, 
DirectX-compatible sound 
card, MMX supported, 
mouse. 

Multiplayer Support: None. 

Designer/Publisher: 

MicroProse 
Alameda, CA 
Phone: (510) 522-3584 
www.microprose.com 
Reader Service It: 321 


Make It So-So 

Star Trek: Generations Blandly Goes 
Where Others Have Gone Before 



by Robert Coffey 

I hat makes a 
I great Star 
7 rek episode? 

Is it tlie excit- 
ing forays into 
treacherous 
alien worlds? 

'lire frequently 
thoughtful, 
message- 
driven plots? The cut of Counselor 
Troi’s velour jumpsuit? The most 
enduring episodes have deftly blend- 
ed all these elements, resulting in 
television that quickens pulses as ably 
as it tickles cerebral neurons. 

Star Trek: Generations aspires to 
master a similarly delicate balancing 
act, mixing puzzle-solving adventure 
fare, phaser-blasting shooter action, 
and a smattering of ship-to-ship space 
combat. Unfortunately, GENERATIONS’ 
ambition is unfulfilled, culminating in a 
game likely to disappoint all but the most 
rabid Star Trek fairs with its tepid play. 

SHOOTING STARS 

GENERA'nONS takes its plot from the 
similarly titled film of a couple years ago. 
A twisted scientist named Soran is trying 
to get swept up once again in the Nexus, 
a galaxy-swimming ribbon of energy' 
that creates unique paradises for every' 
individual it engulfs. Soran has a prob- 
lem, though: To reunite with the Nexus 
he will have to alter its course through 
the universe. Tlie good new's is he has a 
plan. Tlie bad news is it involves implod- 
ing assorted suns with bilithium missiles. 

Not surprisingly, the Federation boy 
scouts decide that the wholesale destruc- 
tion of entire solar systems complete 
with all the life fonns contained therein 
is probably a bad thing, so Captain 
Picard and crew' are dispatched to thwart 
the efforts of Soran and the Romulans 




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MAP OF THE STARS Lots of time is spent in Stellar Cartography scanning planets and 
ships, plotting courses, searching for Soran, and reloading saved games. 


and renegade Klingons with whom he 
has allied himself. All of this is set up in 
the opening film sequence, w'hich uses 
footage from the movie. 

That footage and the quality' voice- 
acting do a great job in giving GEN- 
ERATIONS that special Star Trek flavor. 
Tlie sneering malevolence of Malcolm 
McDowell as Soran, the dignity' and 
detennination of Patrick Stew'art as 
Picard, and the lighthearted whimsy of 
Data (intoxicated by his new emotion 
chip) all highlight the gameplay. If any'- 
one falls short of the thespian mark, it’s 
William Shatner. His vocal perfonnance 
as Kirk borders on a preening parody of 
himself, the nadir coming with the 
teddy-bear-in-a-pillow-fight sounds he 
makes when hit by phaser fire. 

NEEDLE IN AN 
INTERSTELLAR HAYSTACK 

Play begins with Picard and Data in 
Stellar Cartography. This interact ive 
planetarium-cum-atlas is the hub of tlie 


game. From here y'ou conduct both long- 
and short-range scans of planets and 
enemy vessels, searching for Sorans bio- 
signature in order to pursue him and foil 
his machinations. Using a straightforward, 
mouse-driven interface, scanning planets 
and setting courses for the Enterprise is a 
snap. Scanning planets rightly consumes 
game time but none of the infomiation is 
saved, forcing you to perfomi redundant, 
time-wasting scans when following up 
clues for specific planets. Why a computer 
system as highly evolved as tlie 
Enterprises is incapable of retaining such 
basic infomiation is patently illogical. 

Once Soran is located, Picard will 
order a crew' member to beam down for 
a solo away mission, and the meat of the 
game begins. Aw-ay missions take place 
in a first-person perspective in 3D worlds 
with sprite-based objects and creatures. 
Fully half of the screen is taken up by a 
needlessly huge invenlory/automap/ 
health status display. With the game- 
world passing by only in the lclterboxed 


CGW 


SEPTEMBER 1997 




. 








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P 9 . farf rtt c^upc w 5« Ar< s, ^ a fw^ ^”'1' “ f rt< ’ lai, f if>t ' 

Priuo 0n,« of $ Mn l»aJtJ P ofli o.a^i'v”- Hurl SA*k‘ sortJ^s fro-, a 
l^tlScU oar Teas/ -jour <r\s— it> -irf -,ao(,i-,t 5u*\ fcla 5 /) fro-, a U'tHAL 


rVUVCli- oar l»a’r <, ^ ^ "^ lt, “ lTk "'«‘"*' t J u, \ n« '• ~ ■ 

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•r-j Jfy Jc-C^ario* — £uen, $ix-\Ci/i£ 2 . £) r jiu£ ^ #£"■ 

a c.ra?fi oourse k ^t/work rUV. ! ?£c - au5£ <"\ ^ £ a . 

S/rCcK >( suw. i»““ £ 5 ^ * p£wc * SuKw f '■ 50^2 

l&iis 



ADVENTU RE/RPG 


REVIEW • STAR TREK: GENERATIONS 




top portion of your monitor, the effect is 
similar to squinting through a mail slot. 
Items lying on the floor are easy to miss. 

Why Generations requires a 
Pentium 90 and recommends a P166 is 
beyond me. Graphically, the game is 
nothing special, with worlds constructed 
in woefully limited palettes with pre- 
cious little in the way of animation, and 
no interaction. Movement is uniformly 
sluggish, and attacking creatures and 
aliens move as stiffly and naturally as the 
characters in Disneylands Pirates of the 
Caribbean. Missions can take nearly two 
minutes to load, and textures grow pixe- 
lated at just medium range. Where is all 
that horsepower going? 

MIXED BAG 

Even though it bills itself as an action 
game, Generations is really an adven- 
ture game with sporadic action elements. 
Every away mission requires some fairly 
unchallenging puzzle-solving to complete, 
but many of the missions actually encour- 
age you to avoid firing your weapon. 
Gamers looking for tlie Star TreA' equiva- 
lent of QUAKE aren’t going to find it liere. 

Mission design is pretty uniform in its 
lack of inspiration, and missions demand 
that very little be done. When Worf infil- 
trates a renegade Klingon base, for 
example, he merely needs to find a secu- 
rity pass in order to access a ship, which 
he then easily sabotages. Many of the 
missions take place in fairly restricted 
worlds. Those that have larger areas to 
explore have nothing in them to make 
exploration worthwhile — no plot, no 
powerups, and no fun. 

With all the different characters, tlx; 
designers missed a real chance to make 


the away missions something special by 
utilizing the characters’ personal attributes. 
Why can’t Geordi use his enhanced vision 
to his advantage? Why can’t Troi use her 
empathic abilities? Granted, Troi would 
probably just say, “I sense something, but 
it’s so alien I’m not sure,” but still.... 

Tlie ship-to-ship tactical combat 
sounds promising, but is essentially an 
exercise in choosing one of a very limited 
selection of commands in order to destroy 
a distant target during unexciting battles. 
Tire Enterprise is often drastically out- 
numbered and outgunned, but most of 
tliese conflicts can be viewed as simple 
harassment sorties, since just showing up 
and then warping out before even engag- 
ing tlie enemy is sufficient to stop Soran 
from destroying a sun— which allows the 
game to continue apace. 

STAR TREK: 

THE NEXT FRUSTRATION 

Although some missions do start to 
draw' you in (abetted greatly by the 
voice-acting), the enjoyment is quickly 
squelched by two things: sloppy controls 
and an abysmal save feature. Tlie 
mouse easily aims your weapon, but 
keyboard keys control your movement. 
Though the keys can be reconfigured, 
the traditional DOOM setup isn’t possi- 
ble and you end up with something 
awkward instead. 

Trying to am is the biggest problem. 
Holding down the Shift key starts you 
running, but only in a straight line — 
Starfleet may want to add turning while 
running to Academy curriculum. Even 
worse are the jumping sequences that 
pepper the game. Running jumps are 
often required, but once you start running 


you’re stuck running— often right off the 
pillar or platform you just leapt onto — 
unless you take a quick, sprint-stopping 
step backward. Seemingly constant disc 
reads disrupt your jumping efforts and 
compound your aggravation. 

But Generations’ biggest downfall is 
its save feature. You can save only in 
Stellar Cartography, never during away 
missions, which forces you to start every 
failed mission from the beginning. Aside 
frorii having you thwarted by enemies, 
GENERATIONS packs other ways to ruin a 
mission: Tlie chief offenders are dead- 
end areas and alien machines that you 
must figure out inside of a minute at the 
end of a mission. GENERATIONS’ save 
feature is a blatant attempt to pad the 
playing time of a game that most gamers 
would finish quickly. 

Had the designers provided more 
game than frustration, GENERATIONS 
could have been a winner. As it is, it 
fails to provide an engaging Star Trek 
experience and it should fail to get your 
gaming dollars. % 


►APPEAL: Only those Star Trek 
fans with phaser sound-effects key- 
chains. 

►PROS: Great voice-acting that 
brings characters to life. 

►CONS: Poor game engine; simple, 
boring missions; first-person and 
ship-to-ship action is sporadic and 
unexciting; slop- 
py, game-thwart- 
ing controls; 
lack of incre- 
mental save 
ensures the con- 
stant reloading 
of games. 



CGW 


SEPTEMBER 1997 







hocu do you measuRe couRage? 
by the pint; or 6y the gallon? 



www.sierra.com/ mask 




.ME/? 


■I** Designed lor 

■10 1 


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natural 
nation! 
and th 
Out Wc I 
fields. 


Meticulous turn-based comb 
lets you target specific body 
wound, cripple, or kill as you 


' Jr ‘"suits! Your rt Pl ‘ ment °r 

Chin a attacks Alaska^ 
/ dr °P s of oil in the world. 
L /orce, but it will be ten y< 
Wl' In a desperate maneu 


over 50 mini-quests with multiple 
solutmns take you through devastated 

wastelands such as Rad scondon dens, 
Junktown, and the Brotherhood 


of Steel. 


October 
^issiles. 
fter two 


Victims don’t j 
half, melt into 
like a blood sai 


just perish they get cut in 
i a pile of goo, and explode 
ausage into chunks of flesh. 


, mi rights resemil. Wmlm®95 
ill Corporation ; III rights resmil 


SERVICE #354 


CIRCLE READER 




■TTTjj 

mnj 


ACTION 


***** REVIEW • EXTREME ASSAULT 




Price: S49.99 
Minimum System 
Requirements: 

Pentium 90 (PI 33 rec- 
ommended), VLB-com- 
patible graphics card 
(PCI card recommend- 
ed), 16MB RAM, 2x 
CD-ROM; supports 
Sound Blaster-compati- 
ble sound cards and 
most joysticks. 
Multiplayer support: 
LAN (1-4 players, one 
CD per player). 
Designer: Blue Byte 
Software Inc. 
Publisher: Blue Byte 
Software Inc. 
Schaumburg, IL 
(847) 995-9951 
www.bluebyte.com 
Reader Service ft: 322 


Extreme Gaming 

Blue Byte Assaults the Senses With an Action-Packed 3D Hell -thriller 



BRIGHT LIGHT The pyrotechnic displays in Extreme Assault are awesome. In fact, the 
I game boasts some of the best 3D graphics of any game. 


by Gordon Goble 

A voice screamed from 
within me, “Now 
you’ve done it! You’ve 
assaulted me for the 
last time. Sensory 
overload was not part 
of the arrangement.” 

And with that, my 
brain tried to make a 
mn for it. Seems that it 
had been exposed to a little too 
much stimuli recently, and it put the 
blame for its weakened condition 
squarely on Blue Byte Softwares 
explosive 3D arcade-thriller 
Extreme Assault. 

Luckily, we struck a last-minute 
deal, and the old cerebellum 
remained intact. But it was a deal 
with a heavy price. Sure, no more 
headaches and game hangovers, but no 
more Blue Byte games as well? 1 mean, 
that’s torture, man! 

Although by strict definition EXTREME 
ASSAULT is a 3D action shooter, you can 
take your definitions and stick ’em wliere 
tlie sun don’t shine, because this baby’s so 
good that genres just don’t matter. Unless 
you’re completely opposed to heavy 
artillery', EXTREME ASSAULT will tingle 
your spine, raise your hair, and thrill your 
soul in a way that very few games can. 

SLOW START 

It’s curious, then, that this extravagant 
affair opens in such an unassuming man- 
ner, without ostentatious introduction or 
fanfare. You’ll start off by customizing 
your controls (I had some temporary 
problems configuring multibutton CH 
sticks, although thcThmstmastcr equiva- 
lents are directly supported) and then 
picking a pilot. Four are available, repre- 
senting easy, normal, difficult, and 
extreme gameplay (but only the latter two 
will see you through all six campaigns). 

You are in charge of the futuristic Sioux 
AH-23 attack helicopter, and your 
upcoming challenge is a mystery to you 


as the fighting begins. From your first-per- 
son perspective you see a pair of chop- 
pers approaching in tlie distance. Target 
tlie first, wait for radar lock, begin shoot- 
ing, then repeat this procedure. Its slow 
going, but later, things get interesting. 

Each mission thereafter is prefaced 
with instructions from the robot-like big 
boss. Yet his robotic tonal qualities are 
offset by the urgency of this enigmatic 
situation. “Find their stinking hole in the 
ground and smoke the bastards out,” is 
the sentiment that I remember best. 

THREE-DIMENSIONAL JOYRIDE 

While computer shooting has rarely 
been this much fun, the environment for 
your activities is dam near revolutionary. 
3D worlds arc nothing new, of course, 
but 3D this convincing, this interactive, 
this colorful, this detailed, and this varied 
is. I, for one, am hard-pressed to remem- 
ber any 3D action game that looks and 
sounds this good, and that covers such a 
wide range of locales. 

In the cockpit, you’ll have a frill-screen 
view of what lies ahead, which could be 
anything from steamy jungle to ice floe to 
underground cave to the internal work- 


ings of a monstrous alien vessel. Should 
you venture outside the sometimes-small 
confines of each tlieahe of operation, the 
game brands you a deserter, and ends 
your current mission, but tliese restric- 
tions are outlined on your radar screen 
and arc rarely annoying. 

At high resolution with detail options 
cranked, ExtremeAssault is smooth, 
solid, and floater-free, with crystal-clear 
objects and lighting that arc above 
reproach. Convoys roll down highways, lit- 
tle trains (which, of course, you can blow 
up) mn over realistic little bridges, 
branclied trees sprout from mountainsides, 
and rivers run through it all. Underground, 
you’ll dart in and out of tlie light amongst 
pillars and rails and machinery. 

Shoot at anything, and the bullets 
leave an authentic impression. Fire a bar- 
rage at a building and you’ll see a plume 
of smoke, then a w onderful depiction of 
flames, and finally, an explosion of 
immense graphic and aural ferocity. 

Your reasonably intelligent opponents, 
meanwhile, are varied to the point of dis- 
traction. Blue Byte says there are almost 
20 in all, but it certainly seems like more. 
Basic helicopters are prevalent at first, fol- 


CGW 



EXTREME ASSAULT • REVIEW 




lowed by other airborne attack craft; 
tanks; horizontal and vertical gun place- 
ments; rotating turrets; creaking mechani- 
cal spiders; converted RVs; and watercraft 
of all shapes, sizes, and capabilities. 

READY... AIM. ..FIREFIGHT 

These mechanical menaces wall hit you 
with rockets, lasers, illuminating death 
raj's, and anything else they can get their 


evil paws on. Even the concussions and 
debris from nearby explosions can take 
their toll on your craft. Its a stunning 
pyrotechnic display, though some of the 
weaker weapons often look like little glow- 
ing diamonds— a bit hokcj; but forgivable 
in tlie grand scheme of things. 

Naturally, you’ll locate some firefights 
along the way as well. Bigger and belter 
stuff is available throughout the game, 
both as a reward for successful kills and 
as a bonus, tucked away in secret depots. 
Smart bombs are especially impressive, 
and divide into several separate and 
powerful shells to home in on every tar- 
get within range. 

Those who enjoy supervising mass 
destruction from alternate viewpoints 
will find a number of exceptional exter- 
nal views, each featuring correct per- 
spectives and accurate movement The 
game reaches its visual pinnacle with 
one of the most showy and rewarding 
conclusions I’ve ever had the pleasure to 
witness. 

Extreme Assault 

doesn’t allow' for man- 
ual saves. Instead, it 
auto-saves at the last 
completed level, or 
gives you the option of 
automatic replaj', 
should you fail. The 
game sports six cam- 
paigns and nearly 60 
diverse missions in all, 
running the gamut 
from all-out attack to 
surveillance and 
exploration to defen- 
sive assignments. 

Whichever is the case, 
the action gets contin- 
ually more frenzied and difficult as the 
game progresses. 

Adding to this frenzy, or so you would 
think, is the “next generation T1 battle 


tank” Blue Byte has included as an alterna- 
tive to the Al l-23. The idea is to find it, hop 
in, and enjoy a new perspective on things. 
Unfortunatel)', theTl is darned hard to 
locate, has nowhere near the fun factor of 
tlx: chopper and, in single-player mode, is 
supported on veiy few' levels. Apart from 
multiplayer modes, w'here it can be select- 
ed as the vehicle of choice, its more a 
curiosity than anything else and certainly 
doesn’t spawn the “2 games in 1” scenario 
some earlj' minors have suggested. 

During installation, EXTREME 
ASSAULT will run a test on j our equip- 
ment to detennine w'hich of its many 
supported video modes are right for you. 
A host of graphic options, including 
MMX support, the ability to turn trans- 
parencies on or off, viewing distance, 
and ground detail will further tailor the 
look to suit your computing power. 

If you’ve got a fast Pentium, with or 
without MMX or a 3D accelerator, get 
ready to be blown away. Just don’t forget 
to tell your brain that it’s just a game. % 


SO SIOUX ME This is the Sioux AH-23, your vehicle in 
Extreme Assault, as seen from one of the game’s many 
useful external views. 


►APPEAL: Arcade helicopter 
pilots; anyone who appreciates great 
3D and skull-crushing explosions. 
►PROS: Superb 3D environment; 
lovely visual effects that don’t require 
an accelerator card; pounding audio; 
variety of missions in an amazing 
array of outdoor and indoor locations. 
►CONS: Some controller problems 
when configuring; viewing hats only 
work with 


Thrustmaster or 


programmable 


units; some mis 


sions are short; 


T1 tank a non 


factor; no manu 


al save feature. 



SEPTEMBER 1997 


ccw 


ACTION 



©1997Treya(th Invention. All rights reserved. Die By The Sword and Interplay are trademarks of Interplay Produ 
All other copyrights and trademarks are property of their respective owners. 



Freeform control method allows 
you to target specific body parts 


Watch Out! Or end up fighting for your 
while hanging upside down from a rope 
or being ambushed from all sides 


‘Promises to Revolutionize The 
World of PC Fighting Games” 


UY GAMERS. FOR CAME! 

www.ititerplay.c 


CIRCLE READER SERVICE #282 



off heads, sever limbs and bring 
vour enemy to his knees ('literally'). 


Fncmics win learn, adapt and fight together 
to kin you - the 


pri;re being vour head 


“Fans Of Fighting And Blood Will Need 
This The Second It Hits The Store Shelves. 


I!Y GAMERS. EOR GAMERS. 

www. in t crplay .to: 


CIRCLE READER SERVICE #262 




You're Dash Rendar - quick on 

THE TRIGGER OF A BLASTER. 


It's you and your tiny snow speeder 

VERSUS A GIANT, WALKING A.T.A.T. 


Speeder bike mode - fast-paced 

ACTION WITH A KICK START. 





THERE'S A HEM FACE OF 
EVIL IN THE UNIVERSE. 

ffmo VOU THOUGHT IT CDULDII'T GET IINV UGLIER.) 


rTARVYART . 


S llnnl'lr’flf r.LI II I II c '^newest villain or, he DarK 

ililU U 1 1 0 jjjf [|f| | I || f Side. * n Shadows of the E m Pi re / you’ll encounter 

4 ,» him along with a host of new Star Wars characters, 

vehicles and locations. With your 3D accelerator, it’s a fast, sharp, colorful universe - so detailed, in fact, you can see 
the trigger of a blaster. Enter the fray in 5 gameplay modes; ground shooter, space combat, speeder bike, 
jet pack and snow speeder - all in an effort to protect Luke from the evil clutches of Xizor - a face jgg| 
of evil so dark, you’ll only find him in the shadows. Ulllllll.lllCilSflrtS.COlII >«mu* 

S 1997 Lucastllm Lid. All Rights Reserved. Star Wars and the LucasAtls logo are registered trademarks, and Shadows ol the Empire is a trademark ol Lucasfilm Ltd., used under authorization. 


CIRCLE READER SERVICE #121 




ACTION 


■k'k'k 


REVIEW • REBEL MOON RISING 



Lunar Travels 


Liberate the Moon in Fenris Wolf’s First-Person Rebel Moon Sequel 

by Loyd Case 



Price: $42.99 
Minimum System 
Requirements: MMX 

Pentium processor, 
16MB RAM, 35MB hard 
drive space, Windows 
95, 4x CD-ROM drive, 
16-bit PCI video card, 
Windows 95-compatible 
sound card. 
Multiplayer Support: 
Modem, direct connect 
(2 players), LAN, 
Internet (2-8 players). 
Designer: Fenris Wolf 
Publisher: GT 
Interactive 
New York, NY 
(212) 726-6500 
www.gtinteractive.com 
Reader Service #; 323 


| here’s an old aphorism that's 
often said about weddings — 
something old, something 
new. You need a bit of each for 
good luck. Rebel Moon 
Rising is a 3D shooter that is 
also a mix of the old and the 
new— both in terms of game- 
play and technology. 

THE STORY SO FAR 

Rebel Moon Rising is actually the 
second in a planned trilogy of games. 
The first game, Rebel Moon, was only 
available bundled in the Creative bibs 
3D-Blaster line of graphics accelera- 
tors. The series covers the eventual rev- 
olution and secession of a lunar colony 
from Earth. Your character is a soldier 
in the Lunar Defense Force, taking on 
the blue suits of the United Nations, 
not to mention the real baddies from 
NDE (which is really Germany, reborn 
as a military power). 

THE HYPE AND THE GLORY 

First, lets cover the technolog)' issues 
so we can leave them behind and check 
out gameplay. Rebel Moon Rising 
makes use of Intel’s new MMX technolo- 
gy. Fenris Wolf used MMX to gain a rea- 
sonable frame rate at high resolutions 
with 16-bit color. This let them create 
dynamic lighting effects that could 
change on the fly and even move with 
the different characters. For example, a 
moving orange glow might indicate a 
nearby enemy jump trooper. 

Another new technology feature is 
voice recognition. One early Windows 
95 game, Ages of the Deep, used 

speech recognition, but the implementa- 
tion was very limited. In Rebel Moon 
Rising, the list of usable words is quite 
large. While you can actually give orders 
to A1 squad mates in a limited way, it’s 
mostly used to communicate with 
other players in multiplayer games. 

You can speak into the microphone to 


chat, rather than having to hunt for key- 
board commands— something especial- 
ly handy for Internet play, which the 
game also supports. Of course, the 
vocabulary that’s actually put on the 
screen may vary a bit from what’s spoken 
into the microphone— let’s just say that 
colorful language translates into a more 
refined choice of phrases. 

Where Rebel Moon Rising doesn’t 
break new ground is in graphics. 
Although it docs use 16-bit color, the 
style is still “2 1/2D,” in the style of Duke 
NUKEM 3D. The characters and some of 
the scenery are rendered as sprites with 
limited viewing angles, not as real 3D 
shapes. The textures look a bit better, 
though, and don’t pixelate until you are 
right up against the wall. 

HUNT THE WUMPUS 

Rebel Moon Rising is conceived as 
a fairly difficult game— one for experi- 
enced players of 3D shooters. So, it’s a bit 
surprising that the first several of mis- 
sions are really training missions. Once 
you launch into the meat of the game 
(after mission four) the true nature of the 
game emerges. 

Once you get used to the relative 
darkness of the environ- 
ment (the game takes 
place on a lunar 
colony and space 
station for most 
of the time), 
you begin to 
really 
appreci- 
ate the 


lighting effects, which add some nice 
cues to the game. Tire mix of weapons is 
also pretty' good. The problem with 
Rebel Moon Rising is that too much 

time is spent hunting for hidden switches 
or secret doors. 

Another potentially interesting part 
of the game that ends up being a bit 
flawed is oxygen management. Since 
you’re on the moon or a space station 
for most of the mission, O? is a limited 
resource. Nearly every mission starts 
you out with a small amount of oxygen. 
Either you complete the mission very 
quickly, or you spend a lot of time 
hunting down oxygen recyclers. 
Sometimes the regenerators are in 
plain view, and you just have to figure 
out how to reach them. Okay, I’ll grant 
you that oxygen will be in scarce sup- 
ply (particularly early on in the game). 
But as you become one of the elite 
LDF commandos, you’d think your 
commander would give you an CL 
recycling unit — especially since you’ve 
found a few by the later parts of the 
game. Aid having limited oxygen on a 
supposedly pressurized space station 
borders on the silly. 

Some of the level layouts are quite dif- 
ficult, and they force you to test ever)' wall 
and jump on every platfonn 



GALACTIC CIVIL WAR Rebel Moon Rising has some nice innovations in technology and 
gameplay, but also suffers from some repetition and a dated look. 


CGW 


SEPTEMBER 1997 



reach. It all gets 
old after awhile. 
This game harks 
back to adventure 
games that seem 
longer just 
because the puz- 
zles are arbitrary 
and difficult, not 
because the game 
is really that much 
bigger. 


The LDF 
Journal 

For some quick cheats for 
Rebel Moon Rising, check out 
this month's CG Tips, where 
we list the codes to give you 
weapons, jump levels, and 
gain invulnerability, among 
other goodies. For a complete 
walkthrough of the game, visit 
Fenris Wolf’s Web site at 
www.fenriswolf.com. 


MISSION PLAUSIBLE 

Where REBEL Moon RISING does break new 


ground in 3D-action shooters is in mission design (as 
opposed to level design). There are a couple of missions 
in which you defend a location. You can either choose 
to run around frantically, trying to defend against multi- 
ple attackers as they teleport in, or )ou can find the 
switch that will bring in reinforcements. The reinforce- 
ments are about as dumb as the AI opponents, but tliey 
do help buffer the target against tlie opposing forces. 



Tlx; two best missions in tlx; game are ones where you 
escort prisoners — in one case, alien babies — to a hand- 
off point. Tie suspense gets pretty intease as you move 
with your charge and try to keep tlie enemies from pick- 
ing tliem off. Its also somehow more personal than simi- 
lar missions in flight sims. Wlien one of tlie alien babies 
was killed, I felt a very real sense of outrage and emptied 
most of a magazine into tlie enemy that had shot it. 

Some of the other missions which involve search- 
ing for and destroying a specific set of objectives are 
more creative than the “if it moves, shoot it” philoso- 
phy in most 3D-action games. 

/Ml of tills takes place in tlie context of a relatively inter- 
esting story. Its too bad that Fenris Wolfs budget didn't 
enable tliem to do some animated cut-scenes between 
some of tlie missions. Also, it would have been interesting 
on occasion to liave squad mates along for tlie whole 
mission, much like in Bungies MARATHON series. 


THE DIVINE ENEMY 

Like most 3D shooters, RMR supports multi- 
player play, either over a local area network (IPX or 


ACTION 





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''Ssfip’C O R P O fT" A T I O N 


CIRCLE READER SERVICE It 150 


D 1997 by Simutronics Corp., all rights reserved. Simutronics and GemStone are trademarks of Simutronics Corp. All rights reserved. 




WATCH MY BACK More clever gameplay includes the 
ability to call in reinforcements, as well as fight at the 
squad level in deathmatch. 


TCP/IP), Internet TCP/IP, modem, or direct con- 
nect. The scenarios are combat (deathmatch- 
style), squad (team deathmatch), and capture the 
flag. In capture the flag, getting the flag back to 
your own base is worth 10 frags— but to get credit, 
your own flag needs to be at your base as well. In 
both squad and capturc-the-flag play, you can call 
for AI assistance (but only once, until all teams 
have done so), but AI kills don’t count toward the 
team total. In an interesting twist, you can switch 
sides at any time, thus making new friends and 
new enemies in a single keystroke. 

Internet play has the usual latency problems, 
though not as bad as in some games. It’s very easy to 
set up an Internet game— RMR will even run 
winipefg (an IP configuration utility built into 
Windows 95) for you, which enables you to get your 
current IP address. 

MAKING THE GRADE 

Rebel Moon Rising is a reasonably good, 
entertaining game that uses new technology in 
interesting ways. While it's not outstanding, it has 
an interesting story and some highly creative mis- 
sions. If you have an MMX system, it’s certainly 
worth giving the shareware version a try— but 
remember, the first four missions aren’t really the 
game. This game is almost worth having just for 
the escort missions. Multiplayer is nicely imple- 
mented, and while the sprite-based look is a little 
dated, it makes for 
some fun multi- 
player action. It’s 
just too bad that 
most of the time is 
spent hunting 
switches and oxy- 
gen recyclers; 
these artificial 
puzzles add a jar- 
ring and frustrat- 
ing element to an 
otherwise 
solid game. 





►APPEAL: 3D-action gamers 
who want to see what MMX can 
really do. 

►PROS: Interesting back story; 
several creative missions; good mul- 
tiplayer action. 

►CONS: Some 
levels are frus- 
trating hunts for 
switches and O 2 
supply; requires 
MMX system; 
the graphics are 
a bit dated. 




CIRCLE READER SERVICE #284 PSYGNOSIS 

G Police, Psygnosls and the Psygnosis logo aie trademarks of Psygnosis, Lid. ©1997 Psygnosis. Ltd. All rig Ills reserved. 






rw 



i s Fly a chopper that makes 
the AH-64D look like a 
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< 4 Non-stop action are the 
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•...a total kick to play, and 
looks better than anything 
like it now on the market. * ’ 
Computer Games Strategy Plus 


Intense action game 
demanding quick reflexes 
and aggressive gameplay! 
y’ Stunning real time 3D graphics 
that don't require any expensive 
3D accelerator cards! 


^ Spectacular transparent effects 
including holograms, explosions 
and laser barriers! 
y Kj Easy-to-use controls allow you 
to jump right into the action! 


V Supports 3Dfx, Force Feedback 
joysticks, and the Kali Internet 
gaming network! 

^ Six enormous above and below 
ground operation zones, complete 
with secret caves and tunnels! 






Strike the enemy hard and fast with a 
powerful 21st century attack helicopter! 


1 GRAND PRIZE 

Extremely Cool Falcon Northwest Mach II 
Computer System (Approx, retail value $5000) 


Pound the alien invaders with a heavily 
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200 MHz Pentium® Processor with MMX™ technology • 32MB RAM • 

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Please mention source code SWPCGW997 

© 1997 Blue Byte Software. All rights reserved. 'Extreme Assault” is o Irademork of 
Blue Byte Software. MMX ana the MMX Logo ore trademarks of Intel Corporation. 


All other rompony ond product names used in this publication ore trademarks or 
registered trademarks of their respective companies. 


Blue Byte Software, Inc. • 870 E. Higgins Road, Ste. 143 • Schaumburg, IL 601 73 
Phone (BOO) 933-2983 • Fax (847) 995-9956 • http://www.bluebyte.com 
LE READER SERVICE #175 









http://www.lucasarts.com 

© I W LucasAits Ertotainment Company All rights resavsd: Oirti^s is a liademaik ol LucasArls Entcdairmenl Company, rite LucasAils logo is a registered trattemark ol tucasfilm lit).; used under aifliw tfafa. Ttie ratings icon is a trademark ol tie Interactive Digital SoflwteAssocialion. 

CIRCLE READER SERVICE # 119 



A A A 


REVIEW • NORSE BY NORSEWEST 




Price: S39.95 
Minimum System 
Requirements: 486/100 
for DOS play, Pentium 60 
for Win95 play, 16MB 
RAM, 4MB hard drive 
space, Windows 95 or 
DOS 5.0, 2x CD-ROM 
drive, SVGA graphics, 
100-percent Microsoft- 
compatible mouse, 
Sound Blaster-compatible 
sound card. 
Multiplayer Support: 
Hotseat (2 players) 
Designer: Silicon & 
Synapses Inc. 
Publisher: Interplay 
Irvine, CA 
(714) 553-6678 
www.interplay.com 
Reader Service d: 325 



Lost in 2D 


The Lost Vikings Return in Interplay’s 2D-Action Platform Sequel 


by Kelly Rickards 

I n a market that embraces all 
things 3D— especially action 
games — it is refreshing to see a 
solid 2D title like Norse By 
NORSEWEST. In a nutshell, NBN 
(the sequel to the platform game 
The Lost Vikings) is a 2D, side- 
scrolling action/puzzle game. You 
play three bumbling Vikings who 
are set adrift in time and must 
find the evil lomator’s time-travel 
machine to get back home. 

SCANDINAVIAN TROIKA 

Each Viking has specific abilities and 
attributes that the gamer must master in 
order to complete each level. Eric the 
Swift is the fastest-moving character, and 
he is the only one who can swim, so you 
need to use him to activate underwater 
switches and grab sunken items. Eric is 
also the only Viking who can jump. 
Baleog the Fierce has a sword and, more 
importantly, an extending bionic arm, 
which he can use for swinging (PriFALL 
H/\RRY-style), attacking faraw'ay enemies, 
or grabbing out-of-reach items. Olaf the 
Stout is useful for holding enemies at 
bay with his shield. Me also has the abili- 
ty to, ahem, fart to destroy unstable 
floors or to give him an extra lift while 
gliding. In the later levels, the gamer can 
also control two additional characters, 
Fang the Werewolf and Scorch the fire- 
breathing Dragon. 

Norse By Norsewest is basically 
one of those “items” games. Get all the 
items (keys, switches, power-ups) and 
you progress to the next level. If you miss 
an item, you won’t advance to the next 
level. Also, you cannot complete the 
level if any of your Vikings die. 

ACTION OR ADVENTURE? 

1 look at Norse By Norsewest as an 
action game with environmental puzzles. 
Its the way each level is designed and how 
the items are placed that give the game its 
puzzle element. r lTie game starts out with 



shorter, more predictable levels but, as you 
progress, tire puzzles become increasingly 
difficult, with later levels introducing twisls 
to previous puzzles or, in some cases, new 
puzzle elements entirely. 

The big problem with the game is that 
you can control only one Viking at a time 
and you sometimes must trade items 
between Vikings, which in effect, pauses 
the gameplay. While this presents less of 
a problem in the earlier levels, later in the 
game some of the puzzles and items are 
so spread out that it really becomes “stop 
and go" gameplay. At times, it seems as if 
you spend a third of your time switching 
between Vikings, another third moving 
your Vikings across the level one at a 
time, and only one third of the time 
actually playing the game. 

To be fair, this doesn’t happen all the 
time, and it’s a relatively minor gripe. 
Overall, Norse By Norsewest is a 
well-designed game. The character ani- 
mation is smooth as silk, the artwork is 
easy on the eyes, and the gameplay is 
challenging, with brain-busting puzzles. 
For those who are looking for a unique 
and fun 2D-action game that massages 
the brain and doesn’t take itself seriously, 
Norse By Norsewest is it. If you’re 
looking for a game with good replay 
value, however, look elsewhere. % 



> LOST VIKINGS II Norse is the sequel 
to Interplay’s 16-bit platformer, Lost 
Vikings. It has nice graphics, good 2D 
gameplay, and the Lost Vikings humor. 


►APPEAL: Action fans looking for 
a smart and fun 2D platform-gama 
[•PROS: Good graphics and anima- 
tion; challenging puzzles; fun 2D 
gameplay. 

►CONS: Too 
much switching 
between Vikings 
in later levels; 
gameplay is a bit 
too linear; some 
puzzles are awk- 
ward. 



ccw 


SEPTEMBER 1997 



3-D ULTRA MINIGOLF • REVIEW 


A AAV 


Par-tee Time 

Sierra’s Mini Golf Is a Fun- Filled Frolic for the Whole Family 

by Charlotte Panther 


f you’re looking for an enticing 
way to lure your Luddite father or 
your technophobic granny into 
playing computer games, 3-D 
Ultra MiniColf could well be 
the way to win them over. Sierras 
simple, yet captivating, electronic 
version of the popular pastime 
(which translates surprisingly well 
to the PC), combines traditional 
elements of mini golf with the wacky 
originality and high jinx we’ve come to 
expect from the 3-D ULnw series. 


TEE TIME 

'I lie game is made up of two nine- 
hole courses which can be played sepa- 
rately or together as an eighteen-hole 
course. Or, if you’re in a real hurry, you 
can play just one hole at a time. 
MiniColf offers three styles of game- 
play. Nonnal MiniColf follows the same 
basic premise as the outdoor version — 
hit the ball in the hole, and do it under 
par. Hole-By-Mole is a do-or-die compet- 
itive round, for 2-4 players, in which the 
first person to sink the ball wins the 
point, regardless of par. Tire final option, 
Race Play, allows you (and up to three 
competitors) to play against the clock 

MlNlGOLF mixes a few' familiar holes 
(The Windmill, The Lighthouse) with a 



► ARCHAEOLOGIST WANTED It may look easy, but 
digging through the rubble to reach this hole is 
quite a challenge. 


whole host of new sur- 
prises. Each hole has 
background music 
that can be toggled on 
and off, along with 
crazy sound effects, 
animation, and great 
commentary (check 
out the Valley Cirl in 
Neptune’s Kingdom, 
who chides, “Hey blue, 
get a clue”) that made 
the other 3-D Uliha 
titles hits. 

On your quest to hit 
a hole-in-one, you’ll 
journey from the North Pole to the jun- 
gle; from Fairy bind to the Jurassic age. 
Frogs and bats will carry your ball toward 
the hole, while other creatures will throw' 
it back to your starting point. You’ll meet 
penguins, polar bears, even the 
Abominable Snowman on paths laced 
with obstacles. Lasers inside The Rocket 
will zap your ball to dust. And beware: 
Flowing rivers of water and lava cost 
penally points. 

On the dow'nsidc, although all this 
flotsam and jetsam definitely adds to 
the game, it can, at times, prove overly 
frustrating. More than once, my ball 
got stuck beneath a pile of stones in 
Jungle Ruins. Unfor- 
tunately, unlike in real 
mini golf, in which you 
can use your club to 
poke the ball out of a 
tight spot, the only solu- 
tion here is to restart 
the hole. 

Another disappoint- 
ment was the absence 
of Internet, modem, 
and LAN play. While 
hot-sealing works well, 
the game seems like it 
would he an ideal can- 
didate for these other 
multiplayer options. 



DAILY GRIND While Mr. Dino labors away, you must 
shoot the ball through the hollow log. 


A COURSE TOO SHORT 

While the game offers two skill levels in 
tlx: form of putting options — Easy Putt, 
which requires just a click of tlie mouse to 
get tlx: ball rolling, and True Putt, which 
allows you to control tlx: force and angle of 
the putt with your mouse — cx|ierieiiced 
gamers will not find MiniColf too diffi- 
cult to master. It took me less than an hour 
to complete tlie whole course tlie first time 
around, and while tlie challenge lies in 
replaying tlie game to lower your par, tlie 
novelty of the holes soon wears thin. 

Though not as challenging as the earlier 
3-D Uliha titles, (3-D Ulira Pinball and 
CREEPNICHT), MlNlGOLF is nonetheless a 
well thought-out, original, entertaining 
game that will appeal to more than just the 
mini-golf fanatic. *fc 

►APPEAL: Families who want a 
game that will appeal to everyone; 
newbies and veteran gamers looking 
for desktop distraction. 

KPROS: Easy to pick up; main- 
tains humor and personality of the 
3-D Ultra line; great graphics and 
animation. 





Price: $44.95 
Minimum System 
Requirements: 

486DX2/66 (Pentium rec- 
ommended), 8MB RAM 
(16MB recommended), 2x 
CD-ROM (4x recommend- 
ed), 12MB hard disk 
space, 30MB swap file for 
small install, Windows 3.1 
or higher, 640x480 graph- 
ics with 256 colors, 

Sound Blaster 16 or 100- 
percent compatible. 
Microsoft-compatible 
mouse. 

Multiplayer Support: 

Hotseat (1-4 players) 
Designer: Dynamix 
Publisher: Sierra On-Line 
Bellevue, WA 
(800) 757-7707 
www.sierra.com 
Reader Service it: 326 




SEPTEMBER 1997 


CGW 


ACTION 



ACTION 


**** REVIEW • DEATHMATCH MAKER 


swm 

■ a sit) 



Price: S29.95 
Minimum System 
Requirements: Pentium 
processor, 8MB RAM (16MB 
RAM recommended), 40MB 
hard disk space, Windows 
95, SVGA graphics, CD-ROM 
drive, registered version of 
Quake (additional 80MB 
hard-disk space), mouse. 
Multiplayer Support: n/a 
Designer: Virtus Corporation 
Publisher: Macmillan Digital 
Publishing USA 
Indianapolis, IN 
(800) 716-0044 
www.deathmatchmaker.com 
Reader Service if: 327 


Maps R Us 

Deathmatch Maker Makes Quake 

Level Design Easier Than Shooting Fish in a Barrel 

by V. Long 



A ny time id Software, the 
creator of QUAKE, does 
something— whether it be 
an announcement or a 
release — gamers sit up and 
take notice. So Virtus 
Corporation, best known 
for its 3D-CAD tools, was 
thrust into the spotlight 
when id gave the nod for 
Virtus’ Deathmatch Maker to he the 
first authorized Quake level editor. 

Indeed, what makes Deathmatch 
Maker stand out from the other level 
editing programs is its relative ease of 
use. American McCee, an id level 
designer, remarked, “This [pro- 
gram] makes Quake editing avail- 
able to everyone.” 

THE DEVIL'S TOOLBOX 

The main interface consists of 
four parts: tabs for the galleries and 
textures, an enlargement of the 
selected item or texture, the design 
window (where the actual editing 
takes place), and the walk window 
(where you can actually walk 
through the level in realtime as you 
are constructing it). 

Deathmatch Maker includes a 
variety of prefabricated templates 
for rooms, hallways, and sloping 
walkways under the gallery tab. 'I lie 
gallery' tab also includes other ready- 
made objects, such as bad guys, 
guns and ammo, lights, slipgates, 
power-ups, and more. Simply drag 
and drop tlie selected rooms and 
objects to the design window, where 
you can manipulate them to your 
heart’s content. It doesn't gel much 
easier than this. 

To give novices a flying start on 
level design, DEATHMATCH MAKER 
also includes templates for ten 
entire levels— just pick one and 


modify it as you please. Veterans will 
appreciate the various time- and effort- 
saving capabilities, such as hulling (for 
creating hollow objects like rooms, 
shafts, and corridors), layering (for con- 
trolling the complexity of the displayed 
objects), and vertex manipulation (for 
generating a convex object of any size 
or shape by clicking and connecting 
points in space). 

'Hie QBSP, LIGHT, and VIS utilities 
(required for compiling, lighting, and 
visually optimizing your creations into 
bona fide Quake levels) are fully inte- 
grated into Deathmatch Maker. 
Deathmatch Maker can generate 


single-player levels as easily as it does 
multi-player, and levels created with it 
will also work with GLQUAKE. 

3D IS 3D 

Making sense of 2D maps on a 2D 
computer monitor a la Doom or Duke 
NUKEM is fairly easy for most people. 
However, everything gets complicated 
extremely quickly when you try depict- 
ing and manipulating 3D objects and 
spaces on that flat 2D display. So even 
the best tools won’t do the trick unless 
there’s some guidance to help the first- 
timer up the sleep part of the 3D- 
dcsign learning curve. 


CGW 


SEPTEMBER 1997 






j'Ja.is HajJaj'iJiiufj itfai!/ i/i a 
pubs-piiu/idby j j i isa iu da/aas 
ilia abaaaaad gsjajjitei 3ura.j] 


Maturing the 

uoicesof the 

movie cast' 


calling a madman 


Pilot the Enterprise in over 20 
blistering space combat scenarios. 


Plot your strategy to stop Soran’s 
scheme using Stellar Cartography. 


Available on Windows® 95 

Visit your local retailer or call 24 hours I -800-695-GAME (Ui.and Canada) 


www.microprose.com 






p 




ACTION 


REVIEW * DEATHMATCH MAKER 




► BEFORE... On the top you'll see 
the editing environment, with 
your gallery, design window, 
and walk window, where a spiral 
staircase is being built. 


placing the players start 
position partially or total- 
ly inside a solid object, or 
completely forgetting to 
include the player start 
position at all. ► ...AND AFTER On the bottom is the finished product. 


Ff'rti inntelv, Virti is pro- 
vM f *s nn wrllrnt mnnual, 
v’hifh inHudes thnmugh 
explanations of everything 
yni i'll need to know to net 
started with confidence. The 
manual show's you how to 
plan a level; shares lips and 
tricks- and describes all func- 
tions tools, mem is, and 
interfaces in DEA’IHMATCH 
Maker. It also includes a 
tutorial that will have you 
building your first fi motional 
level within 30 minutes. 

As easy as DEATH- 

MATCH MAKER is to use, keep in mind 
that the design and implementation of 
large, richly detailed environments like 
the kind you find in QUAKE or its mis- 
sion packs requires a lot of time and 
skill (which only comes with even 
more time). 

No matter how easy any level editor 
makes the design process, so far, none can 
save you from the two common mistakes 
that arc not entirely exclusive to newbies: 


ALL'S NOT WELL 

Although DEATHMATCH Maker pro- 
vides extensive capabilities for manip- 
ulating objects, it could use more stan- 


dard object-creation tools. I found only 
two object-creation tools: one for rec- 
tangular objects, and the other for con- 
vex, irregularly shaped objects. 

DEATHMATCH MAKER requires 
a lot of hard-drive real estate for 
the full installation, primarily 
because Virtus had to include its 
own textures. Also, unless you 
have a lot of RAM, make sure you 
have enough swap space on your 
drive left after the installation or 
DEATHMATCH MAKER might 
refuse to run. 

So the next time you hunger for 
some mayhem in the hallways of 
your school or office, try' your hand 
at recreating those killzones with 
DEATHMATCt i Maker. Maybe it’ll 
help you work off some steam before 
you do some real damage. % 


►APPEAL: Novice and veteran 
level designers looking for a 
fast, easy Quake level editor. 
►PROS: Intuitive drag and drop 
interface; prefabricated levels, 
objects, and textures; excellent 
manual. 

►CONS: 

Hard-disk 
hog; could 
use more 
standard 
object- 
creation 
options. 



CIRCLE READER SERVICE #045 


**** 





This . tir£BC*s Mj 2 mday Night' Footlfefl ’98' 'CD-ROM game, 
a realistic simulation of what it feels like to suit up arid walk onto the 
field with the strains of Hank Williams Jr. stinging in your ears. (And 
let’s face it, it’s the only way you’ll ever be on Monday Night Football, 
pal.) It’s crammed with stats, strategy and,3,6 years of ABC Sports 
experience.The only things missing are the commercials. Experience 
the experience of ABC’s Monday Night Football '98. 

J'J*' 'rSaSrMA -\ A 


wwvy.abciriteractive.com 


t"’19!)7 OT Sport;;, L.L.C., ALL RIGHTS RESERVED. All trademarks are owned by lliou respective companies, Ollicially licensed product ol 
,TI\s Pluyers Inc logo is a traderuArk oLtho NFL Players. NFL learn names, logos. Irelmol designs nnd unllorms nro registered trademarks ol 
-IndioVled. NFL and the NFL shiol^aia icgisloted trademarks ol Ihe N^L ,k V ©l996 HFLP. s _ f 


,y ^ .w'S&RGy Reader service 




SPORTS 


AAA 


REVIEW • TRIPLE PLAY 98 




Price: S54.95 
Minimum System 
Requirements: P90, 
Windows 95,16MB RAM, 
high-color capable 1MB 
PCI video card with 
DirectDraw support, 
20MB hard drive space, 
4x CD-ROM drive, mouse, 
keyboard, sound card 
with DirectX support; 
supports Gravis 
gamepads and 
other joysticks. 
Multiplayer Support: 
Modem, serial link (2-4 
players on 2 computers, 
1 CD per computer), 
Hotseat (2-4 players), 
LAN (2-4 players on 2 
computers, 1 CD per 
computer). 
Designer/Publisher: 
EA Sports 
San Mateo, CA. 
(800) 245-4525 
www.easports.com 
Reader Service ft: 328 


Crowd Pleaser 

Triple Play 98 Ups the Ante for Arcade Play, 

But Realism Still Strikes Out 


by Jim Gindin 



■hen it conics to 
I knowing the mar- 
f ketplace, FA Sports 
I is tough to beat. 
Over tlie last few 
years, the folks in 
San Mateo, Calif., 
have compiled a 
series of action- 
oriented sports 
games that have dazzled the eyes and 
dominated the charts, hist years Triple 
Play 97 was no exception, and easily 
ranked as the best of the arcade-style 
baseball games. Now', in maybe the most 
competitive season ever, FA is attempt- 
ing to hold onto the ciowti with a sequel. 

Triple Pi ay 98 is a true EA sports 
game. Attention to visual detail is the EA 
hallmark, and this game pays attention. 
Players fill one-fourth of the screen in 
some camera angles, and, as EA leads the 
trend toward polygon-based figures, these 
players are beautifully detailed. Even at 
lower resolutions, you can read uniform 
numbers and the players’ names across 
their backs. You can modify player height 
and weight, and even choose from two 
different styles of goatee. 'Iouches like 
having inficlders throw underhand when 
they’re within a few' feet of their target 
lend a nice quality of visual realism. 

EA provides each major-league ball- 
park in great detail, including the Dome 
in Tampa Bay and the soon-lo-be- 
conslructed retractable-roof stadium in 
Arizona. You can play from several cam- 
era heights, either facing the pitcher or 
the batter. You can choose to play the 
game from a fielders perspective as well. 
EA has built a flexible stadium world and 
gives you many w'ays to use it. 


ON THE FIELD 

Like most EA games, TRIPLE Play is 
geared for use with a four-button 
gamepad. The game centers around 



| > PITCH OUT Don't let yourself get behind in the count— you'll pay with either a 
I walk or a higher ERA. 


pitching, and pitchers arc rated from 
50-99 in one or more of eight available 
pitches. Unlike in many other games, 
these pitches are realistically depicted, 
even though the ratings don’t translate 
well into perfonnance. After selecting a 
pitch, you choose the general location 
and w'hether you want the pitch aimed 
inside or outside the strike zone. After 
throwing the pitch, you can guide it 
tow'ard the plate. Obviously, you can’t 
do this in real life, but this is becoming 
the norm for arcade baseball, and it 
gives you more of a feeling that you’re 
affecting the result. 

Pitching success seems almost 
random, except that throwing pitches 
down the middle of the plate without 
alteration is almost always rewarded 
with a stinging line drive straight into 
the outfield. I’ve found that mixing up 
pitches and keeping them down leads 
to lower scores. But getting behind in 
the count often leads to trouble — 
especially since I didn’t throw' a called 
strike even once, and most pitches not 
throwTi to the center of the plate will 
be called balls. 


On tlie field, you can choose to play 
with dark circles on tlie ground marking 
the point where the ball will hit. Ifyou can 
field without them, you’re a far better 
arcade ballplayer than I’ll ever be. 'Hie 
camera angles don’t provide tlie full trajec- 
tory of a hit ball, especially wlien its 
launched near tlie foul lines. I’ve found 
fielding with tlie right or left fielder to be 
quite challenging, and doing anything with 
tlie first or third basemen downright 
impossible. Hie viewpoints don’t give you 
enough time or control over tlie infielders 
in ground ball situations, making anything 
hut a grounder right at tlie highlighted 
fielder an exercise in frustration. 

It’s also too easy to throw to the 
wrong base, and while the inficlders do 
a good job covering for overthrow's, lit- 
tle things like the pitcher covering first 
base on a ground ball to the right side 
aren’t implemented properly. There’s 
also no infield fly rule. 

BAT MAN 

EA decided to continue its practice of 
implementing hitting without forcing 
the batter to choose where to swing the 


COW 


SEPTEMBER 1997 




“^sports: , 


This is A&C /Spbi^S’/n^y-jRacing: Roajljd the lndianajpolis^§06^j 
'■'V CD-ROMgame, a realistic simujation of wtfat it feels (ike todrWe a** . 

• 'tnillion-dbllar car. at 220 miles an -hour. It's full of twisty, turr\s and ' . 
^1,/ split-secorid 1ife : or-death decisions. It’s '36, .years worth of ABC Sports 
experience stuffed into a CD-ROjVf.-’You w,£hna play?* Play marbles. & „ 
j^ ^ltou wari'na.know what it feels like to do Indy? Do this. '’ * ; ; '•’* 


.abcl^t'eractivdtqpcpl 


.Developed for'Windows ' 95 


©1997 OT Sports. LX.C.. ALL' RIGHTS 'RESERVED. Alt trademarks are owned by lheirrespeclitecbrripar)les. Indianapolis'S^' Indy 500. Indy and the Indy Racing League < 
are registered trademarks ot the Indianapolis Motor Speedway Corporation,' used undet license Irpm IMS- Proper ties. Drivers' nanfes. likeneSsos*and. images tire the propen 
each driver, used under license Irom IMS Properties. Team names and race car likenesses are the property o! each respective teamowher. used under license .Jrom IMS Pr 


PEa 





.at st. 1 ^ | ? 


i/Ai 


SPORTS 


REVIEW • TRIPLE PLAY 98 


bat. Until true 3D graphics 
exist, I think this is an excel- 
lent decision. Hitting in 
Trifle Play 98 is an exer- 
cise in timing. If you time 
your swing properly, and the 
ball is in the strike zone, you 
will make contact with the 
ball. The better the timing, 
the farther it travels. You 
can choose one of three 
buttons to start the swing. 

One hits nonnally, one hits 
for power (while sacrificing 
quality of contact), and one 
bunts. You can also choose 
the direction of contact and 
whether you're trying for a 
fly ball, line drive, or ground 
ball by moving the directional controller. 
In real baseball, you’d be penalized for 
trying to pull an outside fastball, but, like 
the pitching aftereffects, it helps the 
arcade feel of the game. 

Baserunning is not well designed, 
because the outfielders all have Raul 
Mondesi cannonlike amis, and your only 
real control is to push up or down on the 
game pad. Sometimes all the runners 
respond, and sometimes they don’t. You 
often end up with two base runners on 
the same base. Needless to say, that 
doesn't help your offensive game. You 
also have to choose to slide and time it 
properly, making it a little more difficult 
to steal bases or to take an extra base. 



starts, while all the relievers 
have horrendous records. 
There's always something hap- 
pening in the ninth inning, so 
even the best closers have 
LRAs near 5.00. Norm 
Charlton, who is kind of in the 
middle among relievers, posted 
a 10.44 ERA despite 29 saves in 
83 appearances. Each team has 
a middle reliever who has 


BATTER UP A successful batting average in Triple Play 
matter of timing. Get it just right, and you'll have a Ken 
Jr. kind of year. 


is all a 
Griffey 


STRIKE OUT 

With all the detail put into gameplay, 
the rest of Triple Pi AY 98 suffers. You can 
manage a league of sorts, but it’s very diffi- 
cult to add or trade players. You can cre- 
ate 25 of your own players, but you can’t 
really translate the ratings you’re asked to 
enter into any sort of perspective. 


Triple Play 98 has a running series of baseball trivia 
facts scrolling through all game menus, which, in theory, 
is a nice touch. I found mistakes, however, in at least 
seven of these facts, including one reference to Reggie 
Jackson as the only man to hit three home runs in a 
World Series game (Babe Ruth’s career is not that hard 
to research, if you’re going to check that fact) and 
another reference that says the Florida Marlins began 
play in 1991, a year before they even participated in their 
expansion draft. This game's graphics are awesome-it’s 
too bad they didn't have a better fact-checker. 


The game also provides Arizona and 
Tampa Bay for individual game play. 
These teams will even hold an expansion 
draft from the frec-agent pool. The pool 
is made up of relievers and utility players 
who are barely holding on to major- 
league jobs, however, which makes these 
two teams unusually bad. They can per- 
form adequately in arcade mode, if you 
don’t mind the computer AI switching 
pitchers every few pitches because of the 
strangely implemented fatigue factor. 

Commentary comes from sessions 
with Jim Hughson and Buck Martinez. 
It’s the requisite baseball cliche talk, with 
some nice pre-game notes on the home- 
team starting pitcher. But the comments 
are repetitive and random. For instance, 
you can slap a single on the first pitch 
and hear, “He really worked the count to 
get the pitch he wanted,” as a reward. 

Season play is possible, although it 
takes Triple Pi ay 98 about two hours 
to simulate a full season. The numbers 
aren’t worth the wait, as there’s little dif- 
ferentiation among players. While Ken 
Griffey Jr. can hit 50 home runs, team- 
mates Rich Amaral and Joey Cora, 
who have 22 home runs between them 
in a combined 16 seasons of big-league 
experience, each reached the 30s in a 
single season. Most teams end up with 
about 300 home runs, well above the 
major-league record, during the course 
of a season. Backup players are hardly 
ever used, many going the entire sea- 
son without playing. 

Pitching is even stranger, with each 
team assigned an unchanging four-man 
rotation. The starters universally have 
records like 15-0 and 17-2 in their 40 


25-35 decisions, mostly losses, 
and a lot of innings pitched. 

This is not a game for those 
interested in statistical accura- 
cy. Nor is it for those interested 
in in-game strategy. When play- 
ing single games against the 
computer, you can often 
change only the computer team’s roster, 
not your own. TRIP! ,E Pi AY 98 doesn’t 
understand how to assign a fielder’s 
choice, so you'll see loLs of infield hits 
scored as outs. 'ITic game saves league 
statistics, but only creates leader lists for 
the 1996 real-life statistics in its database, 
so finding league leaders in your own 
leagues is next to impossible. 


BOX SCORE 

All in all, TRIPLE Pi AY 98s graphics 
and gameplay should keep arcade fans 
happy, although some of the gameplay 
quirks may cause frustration. If you’re 
interested in simulating baseball seasons, 
however, the lack of a reasonable statis- 
tics compiler and the problems with 
managing lineups make Triple Pi AY 
very difficult to recommend, even to 
those of you least interested in the num- 
bers. This is a real step backward even 
from last years version. And, of course, 
there’s still the Home Run Derby, where 
you can set the opposing pitcher to use a 
“tornado-style” delivery. Now that’s 
knowing the marketplace. % 


►APPEAL: Baseball enthusiasts 
who like to play (rather than man- 
age) the game. 

►PROS: Crisp, polygon-based play- 
ers; attention to visual detail; enter- 
taining arcade action. 

►CONS: As sta- 

tistically accu- 
rate as a politi- 
cian behind in 
the polls; diffi- 
cult, if not 
impossible, to 
handle league 
simulation. 







ccw 




This is ABC Sports College Football: Heroes of the Gridiron™ 

CD-ROM game, a realistic simulation of what it feels like to go 
head-to-helmet against the best players to ever attend the school 
of hard knocks. It’s not some plaything, it’s the real thing. It’s what 
happens when you cram entire team rosters, cheerleaders, mascots, 
rabid fans and 36 years of ABC Sports experience into a little 
plastic disc. What happens? You wind up with Dan Marino and 
Tony Dorsett playing for Pitt against Notre Dame’s Paul Hornung 
and Rocket Ismail. Awesome, huh? Awesome, then some. 


www.abcinteractive.com 


^ EusJ C | RCLE READER SERVICE #249 

9)997 OT Sports. LLC., ALL RIGHTS RESERVED. All trademarks are owned by their respective companies. Officially licensed product ol Players Inc. The Players Inc logo is a trade- 
mark of the NFL Players. The Officially Licensed Collegiate Products label is the exclusive property of The Collegiate Licensing Company. The ‘Collegiate Licensed Product" label is 
the property of the Independent Labeling Group. All names, logos, and mascots associated with the universities are the exclusive property of their respective universities. 


(i iiuu i mu ii mi u mu 1 1 mm i nun i mil ii iiui 1 1 tun ii tun 1 1 in iiuiuii 


SPORTS 


A AAA REVIEW • FROHT PAGE SPORTS: GOLF 




Price: $54.95 
Minimum System 
Requirements: Pentium 
60 (P90 recommended), 
Windows 95, 16MB RAM 
(32MB recommended), 
SVGA graphics, 25MB 
hard drive space (65MB 
recommended), 2x CD- 
ROM (4x recommended), 
mouse: Win 95-compati- 
ble sound card. Modem, 
LAN, or ISP connection 
needed for multiplayer 
games. 

Multiplayer Support: hot- 
seat (1-4 players, 1 CD 
per player), modem (2 
players, 1 CD per player), 
LAN (1-8 players, 1 CD 
per player), Internet (1-64 
players, 1 CD per player). 

Designer: Vance Cook 
Publisher: Sierra On-Line 
Bellevue, WA 
(800) 757-7707 
www.sierra.com 
Reader Service #: 329 



Let’s Swing 

In a Great Rookie Effort, Sierra’s FPS: Golf 
Debuts Near the Top of the Leaclerboard 


by Scott A. May 

ot long after Sierra chris- 
tened its Front Page 
SPORTS line, golf was sup- 
posedly near the top of the 
wish list for future titles. 
Several years down the 
road, it’s finally happened. 
Fortunately, the resulting 
package turns out to have 
been worth the wait. 


of its competition, the game uses polyg- 
onal golfers instead of video-captured 
images. Though they are less lifelike, the 
payoff comes with faster animation and 
a much wider range of motions (and 
emotions). The game looks great in stan- 
dard SVGA-graphics resolution 
(640x480, 256 colors), but is downright 
stunning when bumped to 1024x768 and 
64K color depth. 


to 64 players can compete in a single 
tournament). Unusual options in player 
setup include variable scaling of shot dis- 
tance and ball direction. This is not so 
much a cheat as a technique for helping 
beginners to improve their game. 
Another terrific option lets computer- 
controlled players actually learn from 
every stroke, ensuring tough competi- 
tion for even the hardiest pro. 




FORM FACTOR 

An intuitive inter- 


and 3D visual 
effects. 


The driving force behind FPS: COLF 
is Vance Cook, who is best known for his 
work on Access Softwares WORLD 
Class Leaderboard and Links series. 
Cook’s love of golf gives this simulation a 
distinct personality, and permeates iLs 
swing mechanics, intuitive interface, and 
ball flight dynamics. There’s a unique 
tactile quality to gameplay that’s readily 
apparent when you connect club to ball. 
In a word: realism. 

THE HOLE TRUTH 

The game ships with two profession- 
al 18-hole courses: the challenging Pete 
Dye Golf Club and Hawaii’s scenic 
Prince Course. So far, add-on courses 
include Coeur d’Alene and Black 
Diamond Ranch. It also offers 12 types 
of play— the most of any golf sim 
yet — including team variations of 
medal, match, Stablcford, skins, 
scramble, and best ball. 

Graphics are photorealistic, and uti- 
lize a combination of digitized bitmaps, 
3D-rendered objects, and texture- 
mapped polygonal terrain. Unlike most 


The game’s biggest innovation is a 
new style of swing mechanics dubbed 
TrueSwing. Using the mouse as a virtual 
club, TrueSwing offers players real-time 
interactive control of backswing, power, 
and ball contact. Simply move the 
mouse backward to raise the club, and 
forward to strike. TTiis technique feels 
natural and is easy to pick up, but like the 
real thing, it takes practice to master sub- 
tleties such as fades, draws, and spin 
(which is accomplished with sideways 
motion at the end of your swing). 

To be fair, Maxis beat Sierra to the 
punch with its MouseSwing in 
SimGole But it was still a latent 
approach to interactivity, with several 
technical drawbacks. Put through a 
grueling 72-hole marathon, TrueSwing 
proves a rousing success, delivering tan- 
gible, hands-on control. Diehard mouse- 
clickers take heart —TrueSwing can be 
switched off in favor of the traditional 
triple-twitch swing meter. 

Multiplayer modes include modem- 
to-modem, LAN, and Internet gaming 
(via Sierra’s free online service, where up 


HOT LINKS 

What’s missing? Beyond a course 
architect — granted, Accolade’s Jack 
N lCKLAUS 4 has that feature sewn up— 
there’s little fault to be found with FPS: 
GOLF. If I had to be picky, the following 
would be the games biggest fault: Balls 
are nearly impossible to visually track fol- 
lowing a hit Sure, tliere’s a ball-tracer 
option, and a drive window view, but a 
more dynamic ball tracker, similar to that 
in Interplay’s VR Golf, is sorely needed. 

But overall, Sierras first golf sim is a 
winner, with key features like TrueSwing 
elevating it above the fray in an increas- 


ingly crowded genre. 

% 


►APPEAL: Golf nuts of all skill levels. 

►PROS: Superb graphics and intu- 
itive interface; TrueSwing is the best 
alternative yet to traditional swing 

meter; multiplay- 
er options well- 
implemented. 

P 

A 

►CONS: No 


5a 

course editor; 
balls can be dif- 

■PPP 

A 

ficult to track. 


A 


ccw 


SEPTEMBER 1997 




iinimimmiiiiimiH 



Rg=: 


3 GREAT GAMES! 3 WAYS TO WIN! 

Now you can play ABC Interactive’s extremely live sports CD-ROM games 
in a live competition on the Internet. 

It's the Quest for the Best Internet Championships. 

Huddle up with thousands of sports sim players from across the country and play 
head-to-head sports sims in real time. Here’s how to play: 

• Purchase any or all three games: ABC’s Monday Night Football ’98" 

ABC Sports Indy Racing' or ABC Sports College Football ” 

• Register at www.abcinteractive.com 

• Compete in qualification rounds. 

• Advance to the finals and compete for the $10,000 grand prize for each title. 

• 2 Finalists in each competition are flown to the ultimate on-site location: 

ABC’s Monday Night Football ’98 at SuperBowl XXXIl ’in San Diego, ABC Sports 
Indy Racing at the Indy 200 ,u at Walt Disney World ’or ABC Sports College Football 
at The Rose Bowl 8 in Pasadena. 

So pick up ABC Interactive’s CD-ROM games and practice, practice, practice. 
Because this isn’t a game, it’s a competition. If you're not ready to compete, 
stay home and play something less challenging. Jacks, anyone? 








IT'S JUST TIKE 

YOUR REAL SWING. 



IS THIS A GOOD THING 

OR A BAD THING? 


You love the game. You hate the 





f -> game. You exalt when you knock Choose from an array of fine golf apparel. Be the first, and quite 

* possibly the last, to don the plaid pant and striped print shirt combo. 


your eight iron stiff, then blubber like a baby when you three-putt the hole. Ah, 

TrueSwing replicates 
the natural physics 
of your swing right 

putts.Bite.baby.Bite! the beauty of TrueSwing'" by Front Page Sports ®. With the handy assistance of your 


mouse, you can re-create the natural physics of your swing - good, 
bad and ugly. Hook your shot. Slice your shot. Smoke it straight down 
the fairway. It’s all about concentration. 

Along the way you’ II tee up at The Prince Course in Kauai, Hawaii, 


loin the on-iine tour and play against the Pete Dye Golf Club in West Virginia, and amidst the 

others via the Internet, LAN or modem. 

natural splendor of Northern Idaho on the course at Coeur d’Alene. FRONT PAGE SPORTS 


Bring your golf glove, your favorite hat, any good luck charms you wish to carry on 




No video golfer here. Our exclusive real- 
time 3D polygonal golfer moves however, 
whenever and wherever you choose. 



Mumps 


your person, and we’ ll supply the rest. Here, it is all about the finer points. The courses 

£«>$ ill 

1 look exactly like the courses. The players act precisely like 
players. And the ball flies, bounces, rolls, spins and 

Think you've mastered 
hitting a tiny little ball 

W Now imagin'eth/baii' ricochets just like the real-life ball. FPS: Golf, smell the grass, 

moving at your head at 
90 miles per hour. Next 
stop, the Big Unit and 

teebafpra')?' hear the sprinklers, crush the ball. SIERRA 



9 1997 Sierra On-Line, Inc. All rights reserved. ® and ,u designate trademarks of, or licensed to Sierra On-Line, Inc. 

CIRCLE READER SERVICE #361 


www.sierra.com/ golf 






BREAKAWAY 

98 


The difference between winning and losing is in the details. Tape to tape passing. Penalty killing. 

Checking. Finding the five hole. Keeping your skates out of the crease. Line changes. You think our 
game should be any different? NHL Breakaway" '98 is a powerhouse of freeze-frame detail: from advanced 
coaching strategies to season and playoff slat tracking. This is a whole new level of hockey. Play it. 


All 26 NHL Teams and over 600 Players 

Plus historic NHL team logos and jerseys 


Proprietary Motion Capture Graphics 

Momentum-based checking and 
goaltender specific play styles 


Actual NHL Playbook-Based A.I. 

Team scouting reports by Keith Tkachuk 


Hi-Res Polygonal 3D Graphics 

Numbers on sleeves, names on 
sweaters and teams’ third jerseys 


Total Team Management 

Create, trade, develop, sign 
and release players 


Variable Player Sizes 

From mammoth defensemen 
to speedy wingers 


H NINTENDO 






> ENTERPRIS 




i Mcroson Co^pofatJor 




ACCLAIM 


Keith Tkachuk 

1996-97 N Hi" Goal Scoring Champion 


CIRCLE READER SERVICE #1E 



CLASSICS o PUZZLES CLASSICS & PUZZLES 



Price: $24.95 
Format: Windows 95. 
Multiplayer Support: 
Internet (1-7 players). 
Publisher: Sierra On- 
Line, Inc. 
Bellevue, WA 
(800) 757-7707 
www.sierra.com 
leader Service it: 330 


REVIEW * HOYLE POKER 

Ante Matter 


by Charles Ardai 

fter Hoyle Casino and Hoyle 
Blackjack, it was inevitable that 
Sierra would further milk tlie vener- 
able Hoyle name with Hoyie 
Poker. No one should own all 
three, and probably not even two. But if 
poker is your game, and you've always 
wanted a spiffy computer version that fea- 
tures many of your favorite variations, 
HOYLE Poker mostly delivers the goods. 

POKER FACES 

Of course, so do 20 other poker 
games published over the past dozen 
years, as do hundreds of shareware titles. 
What sets Sierras relilling of this well- 
worked soil apart is its trademark slick- 
ness. From the TV-commercial-quality 
opening animation of dancing cards and 
poker chips to the impeccably laid-out 
interface and the breadth of gameplay 
choices, you know you’re in good hands 
from the very' beginning. 

It’s almost too slick, though; the high 



gloss seems intended to distract you from 
the basic fact that this is just a poker 
game. Also, poker is a multiplayer game, 
and the computer players you have to 
deal with here are extremely amioying, 
both because of their Central Casting 
appearance (the old lady in lace, the 
homeboy in a leather jacket, the southern- 
er in string tic and goatee) and because of 
their puerile comments. 

While you can turn tlie comments off, 




REVIEW • GOLDEN NUGGET 


r Iron Pyrite 


by Charles Ardai 


Z^ 


Price: $19.95 
Format: Windows 95. 

Multiplayer Support: None. 
Publisher: Virgin 
Irvine, CA 
(800) 874-4607 
www.vie.com 
Reader Service tt: 331 


W ith all the assistance Virgin 
received from the actual 
Golden Nugget casino while 
producing this game, they 
should have been able to 
make it stand out from all the other casi- 
no games that have recently appeared. 

Where they were successful is in the 
incidentals: For instance, tlx: process of 
choosing which game to play feels more 
like walking through a real casino than in 



most competing titles. Placing a bet is a 
graphically rich (and needlessly complicat- 
ed) affair. In addition to tlx: usual spinning 
roulette wlieels and rolling dice, tliere are 
card dealers who deal out and tlien pick up 
each hand of caitls. Tliere is also a storyline 
that play's out in FMV between rounds. 

But tlie gunes are tlx: usual games, 
without much of note to recommend 
them. In addition to roulette and craps, you 
have several variations on poker and black- 
jack, Keno and “Big Six,” and a variety' of 
slot machines. Tlxse are all games you’ve 
played before; tare, they’re no better and 
no worse than usual — and that’s only as 
long as you turn off all tlie fancy anima- 
tion before playing, since leaving it on 
slows down the gameplay intolerably. 

Don’t get me started on tlie paralyzing- 
ly awful FMV sequences, w'liich star 
Adam (Batman) West, and contain lines 
like “Crime never folds its hand when jus- 
tice is showing a pair of deuces!” 7tan 




artificial opjxincnts with human ones ov er 
tlx: Internet, given Sierra’s buggy link. Ita 
two dozen different poker variations, 


including Baseball, Omaha, and 
Cincinnati, give you a decent way' to prac- 
tice for your real-world games with friends, 
but how many hands of simulated poker 
can a person sit through? I wonder w'taltar 
Sierra could publish a tic-tac-toe game 
under tlx: Hoyle license and still get $25 for 
it? At tills rate, we’re sure to find out. *fc 


►APPEAL: Poker enthusiasts who 
found Hoyle Casino tame. 


►PROS: Stylish vii 
sound effects: 
plenty of 
options. 

►CONS: 

Annoying Al; 
unreliable 
Internet 
competition. 




ttares the pointless- 
ncss of a computer game ver- 
sion of a slot machine. (You pull tlie 
handle, 'fix: w'lieels spin. Thats it.) 

If you have a hankering for simulated 
gambling, you could do worse than 
GotDEN Nugget. Just don’t expect it to 
be any lietter than your average shareware 
casino title — at a higher price. % 

►APPEAL: Did you see Honeymoon 
in Vegas and call your travel agent 
the next day? 

►PROS: Authentic Vegas sets and 
sounds give these very bland 
games a little flavor. 

►CONS: Gameplay 
slow with anima- 
tion on, boring oth- 
erwise; cinematic 
sequences and 
dopey plot are 
almost beneath 
criticism. 



ccw 






A DIVISION OF THE 3DO COMPANY 




HE IRONFIST DYNASTY TOTTERS ON THE BRINK OF DESTRUCTION. EMBARK ON A PERILOUS 


CONTROL YOUR OWN DESTINY IN A NON-LINEAR 
FANTASY WORLD WHERE NOTHING IS PREORDAINED. 


Choose whether to play in real-time or 

TURN-BASED COMBAT MODE. 


ENGAGE IN HUNDREDS OF ENTERTAINING MINI- 
QUESTS THAT BRANCH OFF FROM THE MAIN SAGA. 


Experience breathtaking 16-bit, 65,000-color 
GRAPHICS IN A SMOOTH-SCROLLING, HIGH-RES 
ENVIRONMENT. 


WWW.3DO.COM 800-251-9563 

CIRCLE READER SERVICE #144 

the New World Computing logo, and Might and Magic are trademarks and/or registered trademarks ol The 3D0 Company. © 1 997 The 3DO Company. All rights reserved. 





STRATEGY/WARGAHES 


REVIEW • GREAT BATTLES OF ALEXANDER 



Truly Great 



I -Magic Charges With the Best Ancients Game Yet 


by Jim Cobb 





Price: $49.95 
Minimum System 
Requirements: 
486DX/100 (Pentium 
100 or better strongly 
recommended), 
Windows 95, 16MB 
RAM, 51MB hard drive 
space, SVGA graphics, 
2x CD-ROM, mouse; 
supports Win 95-com- 
patible sound cards. 
Multiplayer Support: 

Modem, LAN, or 
Internet (1-2 players). 
Design: Erudite 
Software with Mark 
Herman and Gene 
Billingsley 
Original Boardgame 
Design: Mark Herman 
and Richard Berg 
Publisher: 
Interactive Magic 
Research 
Triangle Park, NC 
(800) 789-1534 
www.imagicgames.com 
Reader Service ft: 332 




.!«#**» m it - - if. i 'vs. s ■ 


A MERE SPEAR'S THROW AWAY 


■ a— y Here is an overview of the battle of 
iSSsrlfi Granicus. complete with strategic 
map anC | runn , n g commentarv. 


The close-up view 
shows Alexander 
• y and the troops 
he directly com- 
mands near the 
famous river 


■ omputer games tliat cover 
ancient tactical warfare have 
fallen victims to the topics 
seeming simplicity: Basically, 
you just line ’em up and 
charge. Yet anyone who has 
read of Caesars exploits in 
Gaul or the campaigns of 
Alexander the Great knows 
I that ancient warfare had its 


initiative) to the troops that are in his 
command range. 

In a typical phased-movement game, 
the initiative would then pass to the other 
side. In ALEX, however, whenever a leader 
has finished, the computer checks to see if 
that leader gains momentum. 

Momentum allows the same leader to 
keep going for one or two more phases, 
rather than end his turn. Thus, it’s possible 


share of twists and complexities. GMT 
Games’ Great Battles of 'Alexanderhas 
always been the foremost game in captur- 
ing the many nuances of command con- 
trol and combined arms in ancient war- 
fare. So, instead of reinventing the chariot 
wheel, Interactive Magic brought the 
acclaimed boardgame to the PC. In fact, 
Interactive Magic was so happy with the 
results that the company is already hard at 
work on Great Battles games covering 
Hannibal and Julius Caesar. After playing 
ALEX, there’s a good chance you'll be as 
happy with the results as 1-Magic Founder 
“Wild Bill” Stealey himself. 

IT'S YOUR MOVE— MAYBE 

At the core of Alex are leaders, who 
have two facets: initiative and command 
range. The computer checks to see 
which commander goes first, with the 
probabilities weighted by each leader’s 
initiative. The activated leader then 
issues a number of orders (equal to his 


for the Macedonians, since their leaders 
have relatively high initiative, to over- 
whelm their enemies and consolidate 
positions quickly, before the other side has 
a chance to react. Also, it doesn’t hurt that 
Alex can trump enemy initiative attempts 
twice per game — guess thats why they 
call him Alexander the Great. 

A command can encompass more 
than one action. One 
command can allow an 
unit to move, pivot, fire 
missiles, and target an 
enemy for shock To rally, 
restore a unit’s cohesion, or 
move a leader, your active 
leader must spend a com- 
mand for each. Obviously, 
you must coordinate com- 
mands with each leaders 
initiative rating and unit 
status, or you’ll suffer 


splintered control. Knowing when to use a 
command to maintain control is as impor- 
tant as attacking. 

Alex has ten different types of units 
representing infantry, cavalry, and auxil- 
iaries. Each unit has a troop quality 
(TQ), cohesion hit number, size, and 
movement points, all varying by type 
and nationality. TQ is simply a measure 
of training and weapons, while cohesion 
hits are the amount of 
damage a unit can take 
before being routed. Size 
is measured in increments 
of 70-100 men. 
Movement points are 
expended per terrain type 
and zones of control. 

If managing all of these 
factors reminds you why 
you gave up boardgaming, 
never fear: Alex presents 
them all painlessly. The 
values of selected units, 
active leaders, and units 
the cursor is over are represented in a bar 
below the map. A leaders command 
range shows on the map, as does the area 
in which an unit may move. This area is 
diminished as the unit moves or pivots. To 
designate shock combat, the cursor turns 
into a sword over a possible target. Missile 
lire is designated by clicking on the appro- 
priate icon and getting a spear cursor over 
highlighted targets. An optional window 
gives a running commentary of cohesion 


HURRY, CLOSE THE TRUNK! Elephant charges are 
common, and include pachyderm trumpeting and the 
screams of men trying to escape. 




e©w 


SEPTEMBER 1997 


GREAT BATTLES OF ALEXANDER • REVIEW 


effects of movement and missile fire 
received during movement. A small 
overview map gives the big picture even if 
tlie game is played in the closest of three 
possible views. Being able to rotate the 
map 180 degrees greatly aids your plotting 
of movement and tactics. 

COHESIVE WARFARE 

Combat is divided into missile and 
shock action. Missile-equipped units can 
fire anytime during movement at a range 
of one or two hexes; the computer handles 
defensive fire automatically. Although mis- 
sile fire is the only way to kill leaders, it 
doesn’t cause much damage and primarily 
softens up a target for shock combat The 
real damage is done by shock, perfonned 
after a leader is finished. A unit’s shock 
value is a function of its weapons (superi- 
ority), feeing relative to its target (clash of 
spears), TQ, size, and terrain. 

Combat results aren’t just dead bodies; 
hits are taken as unit cohesion losses. 

When accumulated hits equal one less 
than the unit’s TQ, the computer “rolls a 
die” and the unit is routed if the roll is equal 
to or larger than tire TQ. (Cohesion hits 
are also taken for moving over certain ter- 
rain.) Each unit can be rallied once per 
game. Unrallied units leave the field and 
count against that side’s victory level. 

Combat animation is terrific, with 
weapons jabbing, riderless horses bolting, 
and bodies falling or drifting down a 
river. Tire game automatically zooms to 
close-up for gory details. Routed units 
flee, victors advance, and a battle win- 
dow describes results in terms of cohe- 
sion hits. The key to tactical success is 
maintaining a cohesive line while apply- 
ing pressure at the enemy’s weak points. 
The Macedonian unity of command 


gives them an advantage in this, 
although the AI’s play for either side is 
more than adequate. Unlike many 
phased-based games, ALEX works well 
over modem and Internet. 

Tire 10 battles ofALKX range from 
Chaeronea (with Alexander as a lieu- 
tenant to his father) to his last battle at 
Hydaspes in India. In most battles, the 
Macedonians win by routing tire enemy 
or killing Darius, the Persian commander, 
within ten turns. By playing the otlrer side, 
victory can be had by staving off defeat, 
killing Alexander, or routing tlie 
Macedonians. Major exceptions to this 
fonnat are tlie unlimited slaughters of 
Granicus and Hydaspes. A campaign 
game gives a player ten rounds to match 
or better Alexanders world conquest by 
fighting all ten battles, garrisoning 
provinces, and abstractly subjugating 
Egypt and Persia. 

CHIPPED SPEARPOINT 

AlJJXfc primary problem is that the 
graphics slow down gameplay. On a 
PI 50 with 16MB of RAM, a normal 
(51MB) install rivals the speed of 
molasses while a full install (131MB) is 
playable but still annoyingly slow. 
Turning off options helps, but. . .. 

Historically, Alexander led charges 
and tried to duel his counterparts. 

Giving leaders combat modifiers when 
they are personally involved in combat 
would be easy to do. Finally, a fog-of-war 
option is needed. All troop and leader 
values can be gained from the board and 
the manual, giving the player more infor- 
mation than a historical commander 
had. Hiding or changing some values 
would add replay value. 

Petty as these criticisms may seem, 
these shortcomings 
detract from an 
otherwise flawless 
product. The seam- 
less interface, use- 
ful graphics, great 
history, and well- 
written and 
thorough manual 
make ALEX simply 
the best-ever 
ancients system. It’s 
also one of the 
most innovative 
strategy games 
about any era. 




CLASH OF SPEARS (and Unit Types) 


> Elephants They 

i paralyze cavalry and 
j have good missile 
and shock value. 
However, when they 
rampage (and they 
| will), they inflict casu- 
alties on friend and 
foe alike until killed. 

Chariots Obsolete for 700 years by Alexander 
the Great's era, chariots are hard to maneuver, lim- 
ited to certain terrain, and cannot be rallied; perfect 
infantry targets. 

Heavy Cavalry Peculiar to the Macedonians dur- 
ing the ancient period, heavy cavalry has tremendous 
shock values. All cavalry can perform an “orderly with- 
drawal” from most units by passing a TQ check. 

Double Phalanx These represent large disciplined 
Greek infantry units. They cover two hexes and pivot like 
a gate. Phalanxes are the only units that can about face, 


0 h 

jj- • -Ip,. ,} j 


. -(v- : jj 

I , Jj § 


'} 1 * 

ini 

fi f/sj 

pli 



mi 

1 6 






and their high TQ values count double for rout purposes. 
These are the defensive backbone and offensive hammer 
of Alexander’s army. 

Skirmishers These are nimble little missile units, 
such as archers and slingers. With the exception of the 
two Macedonian Agrianian units, they cannot indulge in 
shock combat. You move them up, fire, and pray they 
can get back. Skirmishers can perform an orderly with- 
drawal from heavy infantry. 

Oxybele These long-range bolt throwers represent 
the. only artillery in the game. Oxybele may fire without 
expending a command, and are often devastating. 


►APPEAL: Any gamer remotely 
interested in ancients, or who just 
wants a great strategy game. 
►PROS: An elegant interface and 
rich, accessible combat system. 
Good historical accuracy and flavor, 
with a nice campaign mode and 
tough Al. The best ancients game 
yet on the com- 
puter. 

►CONS: Slow 
engine; no 
leader vs. leader 
duels; where’s 
the fog-of-war 
option? 



STRATE6Y/WAR6AMES 




The first ever STAR TREK space battle simulator. 

TranslucEnt texture mapping for 

unprecedented cloaking affects. 

Real-time cohr light sourcing fnr startling realism. 


Enemy artificial intelligence that learns 
and adapts to your bsttis StylE. 


No one this side of Kirk has flown anything this advanced. 



"Starfleet Academy promises to be the 
flagship of MacPIay's immensely successful 
Star Trek line of games" — Mac Homo loumai 

"STAR TREK fans are finally about to get a simulation 
worthy of Starfleet itself." — rc omn 











STAR TREK 


Enroll this 

SBptEmbEr! 


IAR FLEET 
CADEMY 


Developed and Published by 


WWW.INTERPLAY.COM 

WWW.MACPLAY.COM 


Starfleet Academy Soltware ©1997 Interplay Productions. riadem.uk and ©1997 I'aianiouiil Pictures. All rights reserved Slai 
are trademarks of Paramount Pictures MacPIay and Interplay are trademarks ol Interplay Productions All rights reserved Play! 
of Sony Computer Entertainment. Inc. All rights leserved. Windows# 9S is a registered trademark of Microsoft Corporation. Al 

CIRCLE READER SERVICE K059 






Stores 

Now! 






Interact with 

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Hack, slash and 
COMBAT OVER 5D 
NEW ADVERSARIES. 


BETRAYAL IN ANTARA™ IS HERE. A CDMPLEX WORLD CDF SORCERY AND 
VILLAINS, IT SURPASSES EVEN ITS PREDECESSOR, THE AWARD WINNING 
BETRAYAL AT KRONDOR®. 

NO OTHER ROLE-PLAYING GAME COMES CLOSE TO ANTARA’S ARTIFICIAL 
INTELLIGENCE AND ENGROSSING PLOT LINES. EXPERIENCE THE THRILLS, 
CHALLENGES AND DANGERS OF THIS ALL-NEW FANTASY REALM. 

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Download your free demo at: www.sierra.com/antara 


BETRAYAL IN 



FROM THE MAKERS OF BETRAYAL AT KRONDOR 



SIERRA* 

©1 997 Sierra On-Line, Inc. ® and/or ™ designate 
trademarks of, or licensed to Sierra On-Line, Inc., 
Bellevue, WA 98007. All rights reserved. 


CIRCLE READER SERVICE #155 




STRATEGY/WARGAMES 


REVIEW • HISTORY OF THE WORLD 





Price: S59.95 
Minimum System 
Requirements: 486- 
33, Windows 3.1 or 
better, 8MB RAM, min- 
imal hard drive space, 
VESA 1.2 compliant 
SVGA graphics, 2x CD- 
ROM, mouse; sup- 
ports Windows-com- 
patible sound cards. 
Multiplayer support: 
1-7 players, hot seat 
or email. 
Developer: Colorado 
Computer Creations 
Original Boardgame 
Design: Ragnar 
Brothers 
Publisher: The Avalon 
Hill Game Company 
Baltimore, MD 
(800) 999-3222 
www.avalonhill.com 
Reader Service it: 335 


Rise & Fall 

AH Fails To Make History With Its Latest Boardgame Conversion 




by Bob Proctor 


H istory of the 
World is one 
of the all- 
time great 
multiplayer 
boardgames. 

Its premise is 
to take 56 of 
the greatest 
empires in 
history, divide them 
chronologically into seven 
Epochs of eight empires 
each, and let each player 
play one empire in each 
Epoch. When they’re all 
done, the one with the 
most points wins. While 
the premise has classic 
simplicity, the greatness is 
in the details. The flow of play requires 
many small decisions, each of which 
will affect at least one other player. 
This promotes interaction. 'ITiere is an 
inevitable progression from imagined 
injuries to small paybacks followed by 
hurt feelings, implacable grudges, and 
wholesale back-stabbing. While those 
who feel out of the running attempt to 


> HISTORIC OVERVIEW While it’s too small to show terrain features, the 
strategic map does show units and has all the controls needed to play the 
game. Here in Epoch five, the Mongols are deciding whether to take China 
or go for Europe. Notice how little has happened in the New World. 


settle old scores, the middle of the 
pack campaign to “get the leader," and 
the leader tries to convince everyone 
that he or she is not the real threat. 
Great stuff. 

Avalon Mill seems to fed that 
History, like its other boardgame con- 
versions, must be an accurate imple- 
mentation that lets you learn to play or 
practice strategies. 
The assumption is 
that you will be 
playing the 
boardgame in the 
future; indeed, 
that you would 
prefer to be play- 
ing the board- 
game. Playing a 
good game with a 
group of friends 
around the table 
can be one of the 
best experiences 
in gaming. But I 
also believe that 
playing a good 
game with a 
group of friends 


► WINDOWS TO THE PAST During play you will have several win- 
dows open. The largest is the map; smaller ones show the cur- 
rent empire in play, the current event in play, and a thumbnail 
map that can be used to jump anywhere on the big map. 


over the network can 
be one of the best 
experiences in gam- 
ing. So, why isn’t a 
company that pro- 
duces some of the 
best multiplayer 
games in the wwld 
trying to convert 
them into the best 
multiplayer comput- 
er games? 

History has no 
provision for net- 
w'ork or modem 
play, and in 1997, 
this is inexcusable 
for a multiplayer 
game. Hotseat play 
may work for two 
gamers, but 1 can’t see it for six or 
seven. To be fair, email play does w ork, 
though you lose the spontaneity and 
passion that happen when all players 
are simultaneously engaged. 

I CAME, I SAW, 

I FLASHED IN THE PAN 

History has some good things going 
for it. It is an accurate re-creation of the 
popular boardgame. 'Hie graphics are 
colorful and functional, with large, easy 
to read maps. 'Hie game plays very 
quickly and easily. In fact, with a fast 
Pentium system you can play a game 
versus six computer-controlled players in 
less than an hour on the fastest setting! 

' I his is a lot faster than any group of 
seven humans could play, for the obvi- 
ous reason: No chitchat, negotiation, or 
politics is going on. Afterward, you’ll 
have only the foggiest notion of why the 
final standings turned out the way they 
did. This reveals a second reason for the 
quick play and another problem with the 
design. You’re not getting any informa- 
tion about the other players except their 
score. Now, it’s certainly possible to 
select a slower rate of play and watch 



Dungeons&Dragons 



Trapped between good and evil, 

you’ll find vourself at... 

* * 



"...one of the moat anticipated RPG titles for the PC" 


- Next Generation Online 

The Adventure Begins this October. 



ADVANCED DUNGEONS & DRAGONS, AD&D, FORGOTTEN REALMS and the TSR logo are registered trademarks owned by TSR, Inc. BALDUR'S GATE is a 
trademark owned by TSR, Inc. Trademarks are used under license from TSR, Inc. Interplay is a trademark of Interplay Productions. All rights reserved. All other trademarks a 

property of their respective owners. 

CIRCLE READER SERVICE #076 



STRATEGY/ WARGAMTS 


REVIEW • HISTORY OF THE WORLD 












165 





















? 3 4 

Epoch 




► EPOCH EVALUATION There are a few reports you can summon 
about the game in progress. Here’s a line chart showing how 
scores have fluctuated epoch by epoch. 


carefully to see where the computer 
players attack and what event cards they 
play, but what’s completely missing are 
the details of scoring. 

Let me briefly explain scoring. The map 
of the world is divided into 13 areas and 
each is worth 0-4 points. This value can 


change from 
epoch to epoch 
as some areas 
(such as North 
America) 
become more 
important and 
others (like the 
Middle East) 
become less so. 
At the end of 
each of your 
turns, you score 
the value of each 
area if you occu- 
py at least one 
Lind in it. TTiis is 

called having a Presence. If you occupy 
more Lands than any otlier player (but at 
least three), then you Dominate tlie area 
and score double. If you occupy every 
Land in tlie area then you Control it and 
score triple. Some Lands are resource-rich 
and for every pair of these you occupy, you 


FORGE A LASTING EMPIRE THROUGH PLAY BALANCE 



MINOR POWERS 
NEED NOT APPLY 
At the beginning of each epoch, empires 
are assigned. Here Apollo has drawn 
the United States, a minor empire in 
19th-century terms, and can either keep 
it or pass it to someone without an 
empire. Mars (blue) is 30 points ahead 
of all other players and would be a good 
candidate except that he has already 
been given an empire. Looks like 
Hermes (purple) gets it. 


H istory of the World is not an easy game 
to win. Trying to get out in front and 
stay there almost never succeeds. 
Instead, think like a bicycle sprint racer 
in the Olympics. In the early laps, position is 
entirely unimportant, and as you get close to the 
last lap, being in front is actually a disadvantage! 

This is due partly to the "get the leader” 
syndrome but also to a clever design for decid- 
ing which player will play which empire. Every 
empire has a strength rating that is the number 
of armies brought into play. The numbers 
reflect how powerful or large the historical 
empire was and ranges from 4-25 (the 
Romans). Each player keeps a cumulative total 
of the strength of all the empires over the 
course of the game and this total determines 


the order for drawing empires in each epoch. 
The lowest total goes first and this is an advan- 
tage because you can either keep the empire 
or pass it to any player that does not have one 
yet. So if you draw the Romans in Epoch 
three, you should keep it. If you draw the Celts 
instead (strength 8), you should pass it. 

Who would you pass it to? Probably the leader 
after two epochs— unless that happened to be 
the player who drew the Persians. This is 
because the Persians are the largest empire in 
Epoch two (strength 15) and play last while the 
Celts go first in Epoch three. So this player would 
still occupy all of the lands from Epoch two, 
could add a few more in Northern Europe with 
the Celts, and then score all of them again! Such 
are the intricacies of History. 


can build a Monument. Monuments, 
Cities, and Seas under your control add 
more points to tlie total. 

DATA AT YOUR 
FINGERTIPS.. .NOT! 

In the boardgame, scores are counted 
out loud and all players at the table are 
aware of the details. Tlie computer, of 
course, is great at handling all the book- 
keeping — but hiding the mechanics is 
one thing, and hiding the results is 
another. You will find, for example, that 
the Blue player suddenly has 30 more 
points than you; until you become very 
familiar with the scoring system, you will 
be hard put to know where those points 
are coming from. Knowing, for example, 
that Blue is getting six points per turn for 
Domination of India is critical informa- 
tion to the decision making process that 
elevates good HISTORY players to the top. 
The game really needs a summary report 
at the end of each player-tum that shows 
how each scored. 

Even better would be to have an 
Advisor that actually teaches you some- 
thing about the game and the scoring 
system. Instead, we get an inane little 
window that pops up to confirm the 
event card you’ve just selected or to tell 
you to retreat a unit; in effect, just a glo- 
rified information box. There are sever- 
al bugs in these routines, as the Advisor 
will sometimes pop up when other play- 
ers are playing. 

In the end, History of the World 
is both a good game and a disappoint- 
ment. It’s challenging, and a good tool 
for the next boardgame tournament or 
casual session around the dining room 
table. Still, you can’t help but wonder 
w'hy this wasn’t turned into a killer net- 
work game. 


►APPEAL: Devotees of the 
boardgame, or light strategy 
enthusiasts. 


►PROS: Colorful graphics; snappy 
performance; competent Al; faithful 
to the original. 






. How do., you outgun a great gamy, like 
Robert E.Lcc: Civil WarjGcnerafiWWh 
• Civil War Generals II yoij?can now com- 
maiulj Gbnfetlferate "or-: Union Armies, 
And y^ii can, gut yourself in the boots 
of Lee,V Grant, or Sherman ,as you 
attempt rewrite ljistory.-- ' 


Tliis war isn’t just hell. It’s liuLli'-L 
history. And you’ll experience it D |J 
as never before with an insight- 111 
ful new collection of Mort l, ti i n i n l l . i 
Kiinstler paintings and all-new multi- 
media mini-documentaries on the men, 
weapons, and tactics of the Civil War. 


Civil War Generals // comes combat- ready 
With dfl legendary- battles from both the 
Eastern and Western theatres. But if you 
want to vvage your own wars, use the map 
editor to create, terrain, armies, and 
commanders. Then go online to test 
your cunning in head-to-head battles. 




The New 

P ANZER GENERAL® II. More than 
a sequel. An entire generation 
beyond anything yet seen in strate- 
gy games. And seeing is believing. 
Witness the Living Battlefield;" a new 
standard for strategy game artwork. 
Featuring the heightened realism 
of hand-rendered maps — thirty 
painstakingly crafted battlefields 
that are faithful to the real ones 


ft 


of WWII — the Living Battlefield 



also showcases detailed 3D-rendered 
combat units with six facings. 

Of course, this beauty is beyond 
skin deep. The phenomenal game 
play of the second generation 
Panzer General game engine is truly 


THE LIVING BATTLEFIELD SERIES 
features the enhanced realism of 
hand-crafted maps and photo-realistic 
3D-rendered combat units. 


www.panzergeneral.com 



awesome. Battles rage through 
WWII's Eastern and Western Fronts, 
North Africa, even the continental 
USA. Play one large campaign and 
three mini-campaigns — some of 
which are playable as either Axis 
or Allied forces. Edit scenario and 
unit data with the powerful Battle 
Editor for enhanced gameplay and 
extended replay. And with full 
multiplayer support, battles can 
include up to four players. 


PANZER GENERAL II. 

The New Face of Strategy Gaming. 


To Order: Visit your retailer or call 
1 -800-234-3088 (USA & Canada) 
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PANZER GENERAL is a registered trademark ot Strategic Simulations, Inc. LIVING 8ATTLEFIELD Is a trademark ol Strategic Simulations. Inc. ©1997 Strategic Simulations. Inc., a Mindscape Company. All rights reserved. 
All other trademarks and registered Irademarks are the property crl their respective holders. 


CIRCLE READER SERVICE #236 





[Centauri Galaxy] 


ffiflP 

.0092 


Eh 

Sn§ 

Eitlaetloo 

OUffttltlM 

.0149 

.002 

ilillloa 

SI ~ 

Istallssi 

.001 

.090 




See your retailer op call 1-800-575-7707. Download Ihe demo a! www.sierra.com/oiitpost2/ 


gftjjgMijg: 



STRATEGY/ WARGAMtS 





Price: $29.95 
Minimum System 
Requirements: 486/66, 
8MB RAM, 5MB hard 
drive space, 2x CD-ROM 
drive, DOS 5.0 or Win95, 
SVGA-graphics card, 
mouse; supports all 
major sound cards. 
Multiplayer Support: 
Modem, serial link (2 
players), Hotseat, LAN, 
Internet (2-6 players). 

Designer: Cyberlore 
Publisher: New World 
Computing/3D0 
Woodland Hills, CA 
(800) 325-8898 
www.nwcomputing.com 
Reader Service d: 336 


REVIEW • HEROES OF MIGHT AND MAGIC II: THE PRICE OF LOYALTY 

Heroic Encore St 


Get Heady for More Addictive 

Strategy Gameplay From New World Computing 


by Elliott Chin 

f ever there was a game that 
deserved to be labeled an addic- 
tive substance, Heroes OF 
Might and Magic II would be 
it. At the height of my HEROES II- 
binge, I could never get enpugh 
of it and, in fact, I played it so 
much that my girlfriend once 
threatened to throw the disk 
away. Sadly, after I finished both 
campaigns in the original game, there 
was nothing left to do in the Heroes II 
world, and I was forced to play other 
games. But thanks to New Worlds 
Heroes II expansion set, Price of 
LOYAL'IY, I’ve got an excuse to boot up 
my favorite turn-based strategy game 
again and relive my addiction. 

A SWEET DRUG 

As I played the expansion set, I 
remembered why Heroes II was so 
addictive. You always want to play that 
one last turn, and because you get so lost 
in the many things to do, you never real- 
ize that your one last turn has turned 
into two hours of gameplay (until it’s too 
late, of course). In THE PRICE OF 
LOYAL'IY, this is ever more the case, espe- 
cially since there are four new cam- 
paigns that are much more challenging 
than the originals. There are two short 
campaigns, composed of four scenarios 
each, and two longer campaigns, which 
have eight scenarios apiece. 

'Hie campaigns are as well designed as 
the originals, and have a logical progres- 
sion of connected missions. In one of the 
missions, you have to shepherd a ship- 
wrecked knight back to his home. You 
start out with the lone knight, and have to 
fight your way through a hostile island to 
capture a shipbuilding town. In the next 
scenario, you’re actually sailing through an 
archipelago on your way home. In another 
scenario, you arrive home to a civil war, in 
which you have to choose sides. 




► NEW HORIZONS Cyberlore has outdone itself with this 
Heroes II expansion set, adding four new campaigns, new 
artifacts, and new structures (like the barrier at top). 


’I here is a good mix 
of scenarios in all of the 
campaigns, as well. In 
some, you have to build 
a typical empire, exten- 
sively explore your envi- 
ronment, amass troops, 
and conquer the enemy. 

In others, you have to 
capture a towTi or 
retrieve an artifact while 
being timed. Some sce- 
narios are built like 
mazes, with time 
enough only to explore 
one of the several possi- 
ble routes through 
them. The addition of tw'o new' struc- 
tures to the game— tents and barri- 
ers— aids in the more clever scenario 
design. In the expansion scenarios, 
magic colored barriers block certain 
areas. To break through them, you have 
to find the corresponding tent, usually 
located on the other side of the map, 
where you are given a password that 
will dissipate the barrier. The idea isn’t 
bad, but in some scenarios, the barriers 
are superfluous, and act as tedious 
impediments to nothing more than a 
store of gold or resources. 

EXTRA GOODIES 

In addition to the tents and barriers, 
Cybcrlore (the developers) has added a 
slew of new artifacts, several new 
heroes, and new' structures. There are 
now structures on the map for recruit- 
ing elementals and even ghosts (poten- 
tially game unbalancing, but they so 
rarely occur that they hardly impair the 
balance of a scenario). The alchemist’s 
hut, missing from Heroes II, is here, 
allowing unlucky heroes to rid them- 
selves of cursed items like the Fizbin of 
Misfortune. I didn’t take much notice 
of the new heroes, except in those sce- 
narios where one was a central 


character who could not be lost (as in 
the knight lost at sea). Some of the new 
artifacts are garden-variety magic items 
that add bonuses to attack or spell 
power, but some, like the suit of 
Anduran, are great. This artifact is 
actually a combination of three lesser 
artifacts (all powerful in their own 
right) that conveys additional bonuses 
and spellcasting ability. 

Though the multiplayer problems 
from HEROES II are still there (such as a 
lack of simultaneous turns, and the 
inability to view' your territory when it is 
not your turn), the expansion disk is 
pure, classic HEROES fun. If you are a 
strategy fan, I would heartily recom- 
mend The Price of Loyaciy. % 

►APPEAL: Anyone who likes strat- 
egy games; role-players who want to 
try some strategy. 

►PROS: All the great Heroes II 
gameplay; well-done new campaigns 
and scenarios; 
some cool new 
artifacts and 
structures. 

►CONS: The 
same multiplayer 
faults from 
Heroes II. 



***** 




16,822 troops, 97 tanks, 118 planes 


Law Mtrrtyc&xary, Cotomanelcr-iH-Ci 
Ope 


'trademark of Microsoft Corporation. 






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' a a a a a\a a 

>or mote inlormalton on game ratings contact the ESR6 at I SOB 771 3 7 7 2 Coiistt uclm IM 8 Cl 997 Acclaim Entertainment. Inc. Ail Rights Reserved ill THE SIMULATION Willi STREET SMARTS is a trademark cr Ace 


Oops! Your Psycho Clown lit a match 
and took out an enemy block. 


Just when you thought it was safe... 
enemy zombies invade your turf! 


Hooligans are down for a 4 player 
network (or modem) party! 


"One of those games that keeps us 
at the office late." 

• Ultra Game Players (June '97) 

"Constructor is fun and challenging 
on so many levels." 

- GameSpol (June '97) 

"Constructor takes the Sim game 
idea to the Nth degree." 

- EGM (April '971 

"Constructor grabs you with its humor 
and keeps you glued to your seat with 
its well balanced and compelling 
resource management aspect" 

• Computer & Nel Player (July ’97) 

"The humor is sharp, the graphics 
are well-composed, and the gameplay 
is intelligent without being dull." 

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Manage your finances or bean-counting 
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Master resources, control territories, 
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URBAN UNREST AHEAU 


Another day, another mobster to pay off, another drunken rave to bust up, another commune to fumigate. 
This is no ordinary sim, This is a city where the foremen take graft, unlicensed repairmen screw up 
your apartment buildings and psychos roam the streets, We gave life to your simulation in all its funky, 
misbegotten, low-down glory. So if you want to build sprawling utopias, get rich and rule the world - 
you’re gonna have to get your hands dirty. 

HEY, IT'S YOUR CITY...DEAL WITH ITI 






INDUSTRIAL EVOLUTION 


Disposable, Uhe a diaper. But he doesn 't tahe any crap. 


Multiple Missions pit Scud against a bizarre Obliterate up to 16 opponents Top down view and easy to master 

collection or villains and enemy Scuds. over i AN or HEAT.NET. controls heep action fast and furious. 


www.scud.com 



SCud is tie Coolest robot assassin to ever be dispensed Prom a rending 
machine. He's programmed to self deStruCt, but intent on Sticking around 
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* Illustration by Bely is* 


• Tons of pod crops! • Multiple Weapons! 
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4dS includes 3 mentis free premium membership on HBATNET 


stop by Mtf.sesasoft.com or call /-m-SBGASOFr Lul [fog j^| 

CIRCLE READER SERVICE # 268 

© 1997 SegaSolt Inc. AH nghls reserved. Scud character © 1997 Rob Schrab. SegaSoll and (he SegaSoll logo are trademarks ol SegaSotl Inc. Scud: Industrial Evolution and the Scud characters are trademarks ol Rob Schrab. Windows is a trademark ol Moosoll Corp. 







the Neighborhood 


R.l. SOFT SYSTEMS ??VNPSOUBCE 


WIN SB CD-ROM 


For more information: www.soundsourceinteractive.com 
Final Conflict TM & © 1 997 Rhode Island Soft Systems. All Rights Reserved. 


The most lethal aliens in the 
universe are on a manhunt and 
your star* system is their next 
stop. Experience real-time combat 
strategy in Final Conflict, the 
ultimate intergalactic battle. 
Resource management, arsenal 
development and technological 
research feature in this multi- 
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your* PC this Fall. 


CIRCLE READER SERVICE # 374 





SCORPIA ADVENTURE/RPG 




is not right here, and it’s up to your party 
of characters to find out what’s going 
on. The beginning of the game is a bit 
vague, and it remains that way for 
awhile. After a time, however, that 
changes, and the party’s actions 
become more directed by various 
people and groups. 

It gives the game an odd feel, going 
from poking around looking for some- 
thing to do to riding the Quest Express. 
On the other hand, just about every- 
thing you have to accomplish is related 
in some way to the main plotline, which 
makes for tighter construction. 

The game really 
starts with your party, 
and here you have 
four choices. The 
first is to bring over 
your group from 
Star Trail. They 
will transfer relatively 
intact, though some 
items may not make 
it across. 

The second 
choice is to go with 
the characters 
already created 
beforehand, who are 
actually in the party 
when the game 
begins in the Travia 
Temple. They are a reasonably decent 
bunch, and you can probably finish the 
game with them. 

'Die final two possibilities are to create 
your own characters, either completely 
by hand or by letting the computer do it 
for you. Using computer generation, you 
simply pick the class you want and let 
the software do all the rolls and skill/spell 
point allocations. 


get five free level increases right at the 
start. This holds true throughout the 
game: If you decide to drop someone 
from your part)' and replace him with 
someone new, the replacement also gets 
the increases when he joins up. 

You need to make the most of these 
free increases. While there is much to 
do in the game, experience is on the 
cheap side. Very likely, your characters 


LEVEL UP 

Because the opposition will be tough, 
any character under sixth level — creat- 
ed or transferred— automatically goes 
through several level increases when 
added to the party. Brand-new ones thus 


CRPG-starved 

gaming 

public. 99 


To do it all yourself, you 
first go through a series of die 
rolls for tlie character stats 
until you have what you want, then do 
all the point distributions. Naturally, this 
is time-consuming, but is well worth the 
effort; you get the best characters this 
way, whatever their class. 


fii Shadows 
Over Riva is 
manna for a 


1-1ADOWS 
I Over Riva is 
I the third entry 
I inSirtech’s 

I Realms of 
I Arkania series, 
I andthecon- 
I elusion of the 
Northlands 
] Trilogy. Of 
course, you don’t need to have played 
either of the two previous games (BUDF. 
of Destiny and Star Trail) to play this 
one. Like its predecessors, Riva is a 
stand-alone product, equally playable if 
you start a new team or if you bring your 
favorites over from Star Trail. 

While some changes have been made 
to the Arkania model, Rina still uses basi- 
cally tlie same engine and mechanics as 
before. Much will be familiar to those who 
have played any of the earlier games. "Hie 
biggest difference is the size of tlx; game 
world, which, in some ways, is smaller. 
There are still plenty of places to \isit and 
dungeons to explore, but everything hap- 
pens in and around tlie town of Riva. No 
long tramps through tlie countryside, wor- 
rying about starvation or disease. No need 
to visit multiple towns and run all over to 
find tlx; right person to talk to. 

The magic word is convenience, and 
it has made the game much more 
playable. By reducing the world to this 
one particular spot, redundancy is elimi- 
nated, and while the game itself is large, 
it doesn’t become boring. That’s usually 
a problem with large-scale RPGs: After 
awhile, everything become repetitious. 
This is one flaw Riva doesn’t have. 

GO QUEST, YOUNG MAN 

So what are you doing in Riva? At 
the start, all you know is that something 





ADVENTURE/RPG 


SCORPIA 




will only be about ninth level at the 
end, so how you set up your group at 
the start is very important. 

'Hie town of Riva itself is safe to 
walk around in, at least until your party 
is framed for murder. 'Ilien walking the 
streets is a bit chancy, as you might be 
attacked by guards. Until that point, 
though, you don’t have to worry about 
hostile encounters. 

Outside of town is another matter. 


Minimum System 
Requirements: 486/33 
or faster processor, 
8MB RAM, 2x CD-ROM, 
MS-DOS 5.0 or higher, 
60MB free hard drive 
space, mouse, sound 
card, 256-color VESA 
or PCI local bus video. 
Multiplayer Support: 

None. 

Developer/Publisher: 

Sirtech 
Ogdensburg, NY 
(315) 393-6451 
www.sir-tech.com 
Reader Service it: 337 


Whether you’re in the tiny wilderness 
area past the gates or a dungeon, you 
can expect to meet any number of 
unfriendly critters. Sometimes, it’s pos- 
sible to avoid immediate combat, 
either by a bribe or by being stealthy 
(or even, on occasion, by running 
away). When you can’t do that, or if 
your bloodlust is up and you want to 
fight, combat begins. 

Fighting is turn-based, tactical com- 
bat. Who goes when is determined by 
hidden initiative rolls. It might be some- 
one on your side or it might be an 


opponent. 'ITie view changes from a 
first-person perspective to overhead, 
with all combatants displayed individu- 
ally. The floor is marked off in squares, 
for calculating movement, and attack 
lines for spells and missiles. 

On a character’s turn, he or she has 
a number of choices: move, attack, 
cast a spell, use an item (must be in 
hand), switch weapons, and so on. The 
game waits until you’ve decided what 
to do and have actually done it before 
going on to the next participant. This is 
good, as you have time at the start to 
plan out a strategy for the fight. And, if 
you’re in over your head, or your party 
is getting creamed by the opposition, 
you don’t have to wait for the inevit- 
able; you can restore to a previous save 
in the middle of combat. 

MY OLD SCHOOL 

While it doesn’t feature super-high- 
res art, the game’s graphics are adequate 
(except for many of the character faces, 
which could have used some work). 

The two best points about Riva are 
having a full party of characters and 
turn-based combat. We have not had 
either of those features in a CRPG 
since TTlUNDERSCAPE, two years ago. In 
fact, there haven’t been many CRPGs 
at all in recent times — and those that 
did come out were all of the solo- 
adventurer, real-time combat variety. 
'Iliose are all well and good, but it gets 
to be a bit much after awhile. It was a 
great joy to play again in the traditional 
mode of CRPGs. 

The game ran smoothly and without 
problems on my 486/66. It’s not surpris- 
ing, as the minimum computer listed is a 
486/33. Not something you come across 
loo often in these days of“Pentium 
supcnnachine required." 

BAD TIDINGS 

For all its good points, however, Riva 
is not without some flaw's. In the Minor 
Idiocy Department, there is one place in 
the Magician’s Tow'er where you have to 
leave behind one member of your party. 
This unfortunate soul thus loses out on 
all the experience available on the upper 


levels. There is absolutely no reason for 
this to be in the game. 

Far worse, though, is the endgame. 
First, you go into it with nothing. No 
weapons, no annor, no potions, nada. 
You do get to pick up some third-rate 
stuff along the way to the big battle, but 
none of that compares with what you 
had to leave behind. The whole point of 
acquiring Neat Items, or even just good 
ordinary equipment, is to prepare your- 
self for the inevitable Foozle encounter 
at the conclusion. For the toughest fight 
in the game, you w'ant the best possible 
weapons and annor, not cheap substi- 
tutes of little value. 

And the Queen is tough. She hits 
multiple opponents simultaneously for 
serious damage, and she can cast spells. 
With junk for equipment, your fighters 
are reduced to being a buffer for the 
mages, who do the actual work of killing 
her off with spells. 

It doesn’t get better afterward. When 
the party returns to Riva, the god Rohal 
appears to them and says, in so many 
w'ords: “Ya done good. But no one’s going 
to remember what’s happened. So you’re 
still wanted for murder, and you better 
get out of town while you can.” 

This is not a great ending. It isn’t even 
satisfactory, particularly when you con- 
sider this is a series conclusion. Slinking 
out of town branded as cutthroats and 
murderers is not exactly in the heroic tra- 
dition. It is, unfortunately, in the tradition 
of far too many game designers. Perhaps, 
by the time they finish a game, designers 
are too mentally exhausted to come up 
with something worthwhile. I personally 
believe they should start with the end of 
a game and work their way to the front. It 
just might make getting to the conclu- 
sion more rewarding for gamers. 

Riva is yet another of those products 
that aggravate me more than outright 
turkeys: It is the game with many good 
features and a large flaw that takes the 
edge off enjoyment. ArgghU But, for all 
that, Shadows Ovk r Riva is still 
manna for a CRPG-starved gaming 
public. If you can live with (or overlook) 
the downbeat ending, you can have a 
good time with this one. 


CGW 


SEPTEMBER 1997 




(In Oder Scrolls Legend 


POWERED BY 

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From the world of the award 
winning role-playing game 
DAGGERFALL® comes a desperate 
tale of mortal conflict. The 
Celestial Citadel of Battlespire has 
fallen to the armies of a black- 
hearted Daedra Lord. Challenge 
the Prince of Destruction alone or 
as a team in multiplayer mode. 
Engage in mass destruction in team 
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Conspire with — and betray your 
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CIRCLE READER SERVICE # 373 


IN X-WING VS. TIE FIGHTER 

YOU WILL BATTLE 

HEAD-TO-HEAD AGAINST 

. * • 

AN ENEMY MORE RUTHLESS THAN 

JABBA THE HUTT 

AND MOR'H.SINISTER THAN' 

. ' .* . • 

DARTH VADER- 

* 

• • • . * • • 

• 

Today it's Floyd. Tomorrow, the greatest pilot in the Star Wars ® universe could be a dentist 
in New Jersey. That's the beauty of X-Wing vs. TIE Fighter '. It allows you to engage in 
head-to-head combat against real people over modem, network and the internet . It's a 
real first, and it's in real time. The graphics have been galactically enhanced. The flight 





engine is phenomenal. The new missions are masterstrokes of space mayhem. There's 
even single player campaigns for an all-new explosive experience. No wonder Computer 
Gaming World proclaims X-Wing vs. TIE Fighter "number one on every space sim-er's 
wish list." And if you don't believe them, just ask Floyd, http: / / WWW.lucasartS.com 



© 1996 Lucasfilm Ud. All Rights Reserved. Used Under Authorization. Star Wats. X-Wing. TIE Fighter and the LucasArts logo are registered trademarks ol Lucaslilm Ltd. The ratings icon is a trademark ol the Interactive Digital Software Association. 


CIRCLE READER SERVICE #118 




KDCDORTJtl piQ^TSRS 

TO ClMCD 


A victorious 
product from 

malofilm 


Wide variety of fighting moves 
and Dazzling rapid-fire combos 

Multiple camera angles and 
Powerful sound effects 

One or two-player modes 
including network support 






007 


To find out where to buy Time Warriors, call 1-888-438-2556 


CIRCLE READER SERVICE #174 



CHARLES ARDAI • CRITIC AT LARGE 


Toys for Boys 


When Will Computer Games Grow Up? 


P 


eople are 
always sur- 
prised when 
I tell them 
that the 


magazine is 
a man in his 
| thirties. 

They 

shouldn’t be: One tends to have more 
disposable income, both for purchasing 
magazines and for purchasing computer 
games (not to mention purchasing com- 
puters), as an adult than as a youth. But 
surprised they are, and I can’t pretend 
that their surprise surprises me. 

Why? Because to a casual observer, 
computer games seem mostly to be 
pitched at an audience of young boys: 
what with their never-ending litany of 
baseball games, car races, swooping 
spaceships, broadsword-wielding 
barbarians, and giant clanking robots. 
These are the metaphors of preadoles- 
cence, a phase boys go through when 
they haven’t yet discovered girls and still 
think“gross” and “cool” are synonyms. 

It’s a phase during which adrenaline is 
still the bodily fluid they prize most, and 
the most fun they can have involves 
blowing something up. 

It’s also a phase most of them leave 
behind. Though an Indian a Jones flick 
can still stir the old yearnings, as can a 
ball game or a car race, a thirty-year-old’s 
fantasies and tastes tend to differ from 
those of a preteen. Why, then, do so 
many computer games display the sensi- 
bility not only of a preteen, but of a par- 
ticularly creepy one? 


A BLOODY BUSINESS 

It’s not the baseball, or even the 
explosions, but the blood that so aptly 
illustrates my point. Lately, an awful lot 
of the stuff has been seeping into com- 
puter games, and even more into the 
marketing campaigns that sell the 
games. I suppose this is thanks to 
Mortal Kombat and Doom, those 
hallmarks of bloodletting by the bucket. 
But recently, the emphasis has shifted — 
the focus is not merely on the violent, 
but on the repulsively so. 

Look at the gatefold ad (in CGW and 
other magazines) for SHADOW 
Warrior, featuring a skull with a 
shuriken embedded between its eyes, 
another character with his brains splat- 
tered against a wall, and an exhortation 
to the player to “annihilate" and “muti- 
late.” Later in the same issue you see a 
bloody skull impaled on stakes (SECRETS 
OF THE Luxor), a fanged monster in a 
sort of SS uniform stepping on the 
throat of a bloody corpse (CaveWars), 
an IV drip bag filled with blood 
(Professional Underground 
League of Pain), and a man soaking in 
a bathtub full of blood (Blood). 

While it’s easy to pick on the ads, the 
real problem is that this repulsive atti- 
tude pervades the games as well: 
Bioforge, for instance, opens with a 
mutilation (yours); DreamWeb contains 
several bloody homicides (performed by 
you); I lELL features all sorts of writhing 
torture victims; and this doesn’t even 
count Sierra’s Pi IANTASMACORIA games, 
or any of the Doom clones. 

Some people say that this material is 
inappropriate for kids. 1 would argue 
that it’s inappropriate for anyone. Kids 



have an inexhaustible tolerance for 
blood, never having spilled any of their 
own; they enjoy these games at an 
abstract level and forget about them 
before reaching adulthood. Adults, on 
the other hand, should know better, 
and those who are attracted to this sort 
of gore worry me. 

We expect different levels of discrimi- 
nation from children than from adults. 
The nine-year-old who giggles when 
confronted with extreme screen violence 
does so in innocence; the twenty-nine- 
year-old who does so is, at best, imma- 
ture and, at worst, sociopathic. 

I prefer to assume that game publish- 
ers and their ad agencies think they are 
reaching nine-year-olds. This is better 
than assuming that they think they are 
reaching sociopaths. But either way, 
they are wrong — just as the people who 
do a doubletake when I tell them our 
average reader’s age are wrong. 
Unfortunately, one reinforces the other 
in a nasty feedback loop. 

There is nothing wrong with making 
games that will appeal to kids (though it 
would also be nice to see more titles 
that target adult tastes). There is some- 
thing wrong with making games that 
appeal to the worst in our kids and in 
ourselves, and something more subtly 
wrong with perpetuating the public 
misconception of computer gaming as 
a hobby for the Faces of Death wing of 
the Dungeons and Dragons set. We 
owe it to ourselves not to give people an 
excuse to sneer at us. 1 urge computer 
game publishers to use better judgment 
the next time their ad men say, “Let’s 
show some gouged-out eyes— gamers 
eat that stuff up.” 


Why do so 
many comput- 
er games 
display the 
sensibility 
not only of a 
preteen, but 
of a particu- 
larly creepy 
one? Jj p 


SEPTEMBER 1997 






A ( i I : S 


DgSHlSM 


Call for 

Win 95 Demo 

Supplies Limited 


Dark Rift brings out ihe best in people. Eve works her bull off lo turn Gore into a meaty pin cushion. Gore busts his gut to 
move Eve into the path of his axe. And you'll need your best, because Dark Rift gives it up. Dark Rift delivers more fight, more 
often with more speed than you have ever seen before. Check out Dark Rift for N64 or Win 95 and get flesh scorching 
projectiles, hyper quick ten hit combos, blazing frame rales and some very unpleasant surprises for the competition. 

l* rra f . yi 


Nintendo* and N64 are trademarks of NINTENDO OF AMERICA INC. 

Dark Rill™ Kronos™. their logos and characters are trademarks of and © 1996 Kronos 
Digital Entertainment. Inc. All rights reserved. Distributed by VIC TOKAI INC. 


VIC TOKAI INC. 

22904 Lockness Avenue 
Torrance, CA 90501 
(310) 326-8880 


CIRCLE READER SERVICE #107 






DENNY ATKIN • SIMULATION/SPACE 


The First Newcomer Takes On the Online Sim Work 


Baffling Over 
the Net 


Ifi Warbirds 
is no longer 
the new kid 
on the 
block, but 
it's steeled 
to handle 
the competi- 
tion. 


BATTLE OF BRITAIN Warbirds 2.0 includes the Bf-110, as well as early Spitfires, 
Hurricanes, and Bf-109s. 

AAA d— —— ■— ^ 


ment team is working to add Direct 3D 
graphics support, as well as a new online 
scenario setup that will allow players to 
fly more historical missions profiles. 
I-Magic Onlines WARBIRDS is also 
soon to undergo the 3D treatment, 
and it's getting an interface-lift that 
should make the game less intimidat- 
ing to newbie pilots. 

still no combat, but Microsoft 
hopes players will want to orga- 
nize events such as virtual air 
shows and fly-ins. 

Other new features will include 
a Bell 206 helicopter, improved 
flight modeling, force-feedback 
joystick support, better instru- 
ment panels, more cities, and 
3,000 airports. Best of all, the 
creaky graphics engine is get- 
ting a Direct3D update, which 
promises better scenery and 
faster frame rates for owners 
of 3D cards. 


RESTORING WARBIRDS 

Warbirds 2.0, due out by the time 
you read this, will feature a revamped 
interface that aims to end the days of 
having to learn commands like “.ord 3” 
just to load your plane with bombs and 
rockets. (The dot commands will still 
be there for old-timers.) You’ll now be 
able to select a plane from a pull-down 
list. If you re familiar with all the craft 
in the game, you’ll see a list of specifi- 
cations as well as an external view of 
the plane. You’ll also be one click away 
from detailed historical information on 
each plane. From the portions in place 
in my preview copy, it seems I-Magic 
Online has made the interface both 
attractive and accessible, without mak- 
ing it unwieldy. 

One of the biggest improvements 
to the game isn’t exactly new. Early 
beta versions of the game featured 
rolling terrain, which not only allowed 
for interesting low-level dogfights, but 
also made low-altitude sneak attacks 
a possibility. Alas, this was lost when 


Even the oldest flight sim 
around is jumping on the multi- 
player bandwagon. Set for 
release in November, Micro- 
soft’s Flight Simulator ’98 will 
support free play via the 
Internet Gaming Zone. There’s 


e of the 
I things that 
has held 
back 

online sims 
for so long 
has been 
I their inac- 
I ccssibility 
I to the less 
hard-core computer gamer. The soft- 
ware itself has had a fairly tough learning 
curve, and the regular players are bor- 
derline fanatical in both enthusiasm and 
ability. Now, two new entries in the mar- 
ket, Microsoft’s Fighter Ace and 
Confirmed Kill from Eidos, are aim- 
ing across the spectrum of users, work- 
ing to be accessible to beginners while 
providing a feature set that will appeal to 
established online-sim fans. 

The established sims aren’t content to 
sit and be passed by the new guys, how- 
ever. ’The Kesmai Air Warrior develop- 





SIMULATION/SPACE 


DENNY ATKIN 






ROLLIN', ROLLIN' 


Rolling terrain makes sneak attacks possible in Warbirds 
2.0. Graphics are kept simple to ensure high frame rate; the 
upcoming 3Dfx version should be more visually exciting. 


FACELIFT 

Warbirds 2.0 features a new point-and-click interface that 
eliminates the need to memorize obscure dot commands. 


Fighter Ace includes a superb padlock and virtual cockpit 
feature that makes it easy to track targets. 


tlie developers switched to a new 
graphics engine. Well, say goodbye to 
tabletop terrain, because in 
Warbirds 2.0 rolling terrain is back, 
and the hills are alive with the sound 
of 20mm gunfire. 


You’ll find the some real 
improvements in ground arma- 
ment as well. Instead of the overly 
deadly, too-accurate AA guns 
found in earlier versions, 
WARBIRDS 2.0 will feature a variety 
of ground-based defenders, includ- 
ing individual soldiers brandishing 
machine guns, as well as fixed 
20mm and 40mm guns. In addi- 
tion, flak bursts now appear at high 
altitude, giving Buff (bomber) dri- 
vers something else to worry about 
besides patrolling fighters. 

You'll find more structures on 
the ground now, along with 
improvements to existing struc- 
tures and vehicles. Torpedo a ship 
in Warbirds 2.0 and it does more 
than just catch fire: It lists, begins 
to sink, and eventually goes down 
with its screw being the last thing 
you see. 'Hie scenery has likely 
been made more populous in 
preparation for adding a strategic 
war in the near future. Other 
recent improvements include voice 
support and free head-to-head play. 

While the interface graphics 
have seen dramatic improvements, 
the flight engine is still based on 
detailed, non-texture-mapped 
polygons to ensure the best frame 
rate. Still, there are some nice 
improvements evident, such as 
hazing in the distance. Look for 
Warbirds to get a dramatic super- 
charging in the graphics depart- 
ment soon after version 2.0 is 
released, when the company 
releases a special version designed 
to run on 3Dfx Voodoo-based 
graphics cards. 

Check www.icigames.com for 
the latest update. Even if you have 
no desire to spend the hourly fee 
for online play, you can take advan- 
tage of head-to-head modem or 
Internet play at no charge. 

ACES OVER REDMOND 

Microsofts entry into the online sim 
fray advances the genre in a number of 
respects, in both technical and financial 


ccw 


models. Tlie preview version of FIGHTER 
Ace that members of the press could 
compete on just prior to the E3 still need- 
ed quite a bit of fine-tuning, however. 

Perhaps the most revolutionary aspect 
of Fighter Ace is its pricing model. 
Instead of the hourly rates charged by 
Air Warrior II and Warbirds, 

FlCHTER Ace will allow players to pay by 
the day or month on the Internet 
Gaming Zone. Removing the pressure 
of the clock ticking away at your credit 
card is a superb feature, and I’d imagine 
that Kesmai and 1-Magic Online will 
have to reevaluate their pricing models. 

Fighter Ace is the first online flight 
sim to feature a modem graphics engine. 
But this turns out to be a mixed blessing. 
On the plus side, battling detailed air- 
craft over realistic terrain does immerse 
you in the game. However, the detail of 
the terrain makes it very difficult to pick 
out aircraft at a distance. Thus, you end 
up turning on player name and range 
displays, which are easy to pick out, but 
you spend more time chasing flying 
words than aircraft. 

Because the version we played was 
preliminary, without all its features 
implemented, it was too early to judge 
the flight models. If things remain as 
when we competed, though, you’ll find 
tlie planes a bit easier to fly than the cur- 
rent crop of online sims. 

Tlie combat was amusingly one-sided, 
with a flying mix of both dedicated sim 
journalists and less-specialized game 
writers. Hard-core sim pilots like Robin 
“Sandman” Kim and Tom “Thunk” 
Basham racked up kills right and left 
against hapless beginners. When the 
game goes live, it will feature a variety of 
arenas, so expert players will quickly 
progress to the more advanced arenas. 
This should keep the hotshots from prey- 
ing on newbies. 

This preliminary version wasn’t fully 
play-balanced yet (if you were damaged, 
it was way too easy to just exit the game 
to avoid being killed, for instance), so a 
full evaluation will have to wait for the 
game to go live. You should be able to 
check it out for yourself now at 
wwwione.com 


SEPTEMBER 1997 



WAS REAL. 


t* 






1 * 


O.V. 


■m. 


POLICE HUNT A 
MANIAC KILLER 


to MlAbllth lh* HontUx. 
oC lh* fifth victim of *uj>po**d d*- 
coptUtlon tnurd«f la OroAtnr 
Uod In !•** th*n a y «Ju\ poltc* la*t 
Tjt|ti t +ook 6w y 4ry«kAU *■' 
old m*j\ In County Worfu# nad 
• •Arched mltclnf person fll«* of the 
Iajl *ix month* for hi* d«*cripUon. 


v“' 


<x 

X ' ( (\ ^ x j*- 







A baffling string of horrific serial 


murders. A shadowy brotherhood in 


pursuit of unimaginable power. 


An unholy ritual revived from the 


distant past. This is Black Dahlia; 


America’s most sensational unsolved 


murder case, now becomes a haunting 


adventure of occult mystery. 


• A superb storyline from the creators of Ripper ami inspired by actual events. 

• A stunningly rendered, amazingly real 3-Dimensional game world that 
includes over HO locations on two continents. 

• More Ilian 70 challenging and seamlessly integrated puzzles. 

• /l unique interface immerses you in the ultimate adventure game experience. 

• An outstanding cast of professional actors starring Dennis Hopper, 

Terri Carr and Darren Tlicker. 



"199? Black Dahlia and the Take 2 logo are registered trademarks ol Take- Two Interactive Soltw.no. Inc. All rights reserved 


CIRCLE READER SERVICE #254 




They called it the Korean "Conflict." But 
we'll let you be the judge. Put yourself in 
the pilot seat of an F-86 Sabre jet, fly one 
of its 45 missions ripped directly from the 
pages of history, and engage in brutal 
combat with a MIG-15 while a pack of 
bogeys blast away at your tail. Then tell us 
if you think it's still a "Conflict." 






jSpIpP'V 

flj 




■-m,... n | Mu 

H ^ H - Jm 


- B M 

E ' * ' ■ ■ 

[ME gB " 

Kill IE 

IpifliLdJfir WKx ' 


pSpSS SABRE ACE: Conflict over Korea is a trademark of Virgin Interactive Entertainment, Inc. © 1996, 1997 Virgin Interactive Entertainment is a registered 
trademark of Virgin Enterprises, Ltd. Microsoft, Windows and the Windows Logo are registered trademarks of Microsoft Corporation, 
issi Virgin Interactive Entertainment, Inc. 1 8061 Fitch Avenue: Irvine, CA 92614 U.S.A. visit US Oft the web: WWW.vie.com 


iNTERacti ve 





TERRY COLEMAN • STRATEGY/ WARGAHCS 



Alien in Shee 
Clothing 

Where Are All the X-COM Clones? 


or strategy gamers, 
the most beloved 
sci-fi liit of the past 
decade wasX- 
COM, which dom- 
inated the CGW 
readers’ poll for 
more than two 
years. This sleeper 
won Cell's overall 
game of the year by blending CtV- 
[LKATlON-style research and a real-time 
strategy game with the best tactical com- 
bat squad-level system to date — some- 
how managing to perfectly capture the 
bizarre mix of fact, myth, and wonder that 
makes up UFO mania. However, what 
X-COM didn’t do, despite its success, 
was spawn a host of imitators. 

SECRET ALIEN PACTS? 

The most recent cloning attempts, 
such as Fallen Haven and Wages of 
War, failed to understand why the origi- 


nal X-COM was so much fun. 'I heir lack 
of personality and focus mired them in 
their own mediocrity. Even the X-COM 
designers themselves seem to have fallen 
prey to this insidious alien plot. Months 
ago, when I tried to divine where tliey 
were going with APOCALYPSE, they 
answered, “This virtual city is really where 
we’ve wanted to take the design all along. 
It’s the only real direction for the universe 
to grow." When I asked why tliey wouldn’t 
let gamers play the aliens this time 
around, they replied, “Why would anyone 
want to do that?" 

The designers further hedged their 
bets by giving X-COM: APOCALYPSE 
both real-time and turn-based play (see 
Martin Cirulis' sneak preview in the July, 
1997, CGW). One has to wonder why 
this is so: Either the market is there for a 
true X-COM sequel or it isn’t. 

Personally, I look forward to a real-time 
X-COM about as much as a turn-based 
WarCrafI’ II, or a roasted tofu burger. 


Clearly, if the originators of X-COM 
aren’t too enthused about their original 
game system, the rest of the industry is 
less likely to take up the turn-based 
torch. Could it be that the advent of 
real-time strategy games has passed the 
X-COM system by? The evidence 
doesn’t really support such a contention. 
X-COM: UFO Defense and X-COM: 
Terror of the Deep together sold over 
a million units worldwide in a competi- 
tive strategy-gaming market. And since 
this was achieved with budgets that 
comprised mere fractions of say, Red 
Alert or Wing Commanders III— IV, 
it’s fair to assume that the return on 
investment for the X-COM duo was 
more than satisfactory. For whatever it’s 
worth, MicroProse seems to still enjoy 
publishing tum-based games, especially 
since Civ II has evidently sold more 
than three-quarters of a million units. 

So, given that tlie jury is still out on X- 
COM: Apocalypse (although minors 




STREETS OF SAARBRUCKEN The view in Soldiers at War may be 
typical of X-Com clones, but the WWII European streets are gritty 
and realistic. 


MEN IN TIGHTS Agents of Justice has such an authentic 
comics flavor that you can almost feel your superhero 
musculature beneath the spandex. 


SEPTEMBER 199 / CGW 


kk Whether 
you shoot 
Germans or 
slug it out 
with super- 
villains rather 
than green- 
skinned 
aliens, these 
games promise 
a refreshing 

change. 99 






Check your six! - Program 


Rocker Switch to zoom 


in/out OF YOUR RADAR HUD 


Macro 1: Independence Day' 


Macro 2: F-22 Lightning II' 


‘This is a well-crafted, well-designed 
FLIGHT STICK” - 1997 BOOTWORTHY GAME 
Controller boot Magazine 


Macro 3: AH-64D Longbow 


Macro4:JetfighterIII 


‘Programming is wonderfully easy 

AND CAN BE DONE WITHOUT A SOFTWARE 
INTERFACE” PC Gamer 


‘Decent stick offers on-the-fly 

PROGRAMMABILITY FOR A SONG” 

Computer Gaming World 


‘A VERY POWERFUL CONTROLLER FOR USE 
WITH GAMES THAT ARE BETTER SUITED TO 
STICK CONTROL” Computer & Net Player 


Launch 3/missiles, 

THEN RELEASE'A BOMB 


Lower flaps, lower landing gear, decrease 


TO ENSURE destruction 


THROTTLE AND BRING ’ER IN FOR A LANDING 


Set formation, engage target and fire 


\ CIRCLE READER SERVICE #194 

. Available at: Electronics Boutique, Future Shop . 

© 1997 ACT Laboratory Ltd. All rights reserved. 

EagleMAX and ACT LABS are trademarks ol ACT Laboratory Ltd. 

AH other trademarks and registered trademarks are the property of their respective owners. 


http://www.actlab.com 

1 - 800 - 980-9997 










TERRY COLEMAN 


abound that a deal for X-COM 4 is very 
close), where do fans of the system go 
from here? Ironically, the best X-COM 
clone isn't science fiction, but a contem- 
porary-era game that focuses on merce- 
nary actions. Sir-Tech’s JAGGED 
Alliance: Deadly Games captures 
more than just the mechanics of X- 
COM. Tire psychological profiles of the 
various meres range from loyal and intelli- 
gent to bloodthirsty and paranoid, but 
they all manage to be interesting. And 
while the missions in JaCCED ALLIANCE: 
Deadly Games aren’t quite up to the 
night tenor excursions of X-COM, they’re 
still plenty tense and enjoyable. Best of all, 
it’s multiplayer, something the X-COM 
folks haven’t yet managed. 

On the other hand, if you've already 
played Jagged Alliance to death, or 
simply can’t go back to the dated graphic 
look, what can you do? Tire bad news is 
that there just aren’t many X-COM 
clones in the works. The good news is 
that those just over the horizon arc look- 
ing very nice indeed. 



CON GAME 

By the time you read this, most of 
the summer gaming conventions, 
including Origins and AvalonCon, will 
be history, but you might possibly 
squeeze into GenCon. Taking place 
this year from August 7-10, the old- 
est role-playing convention celebrates 
its 30th year with an increased 
emphasis on board- and computer 
gaming. SSI has confirmed that they 
will be making the trip, and also will 
debut new products at the show. If 
you can’t attend the convention in 
person this year, check out reports 
from yours truly and other CGW edi- 
tors on www.computergaming.com 
and www.gamespot.com. 



VE ARE READY TO LAUNCH One of the best missions in Soldiers at War requires 
that you take out an enemy V- 2 site. 


Iaaa, 


AND JUSTICE FOR ALL 

Those who believe that comics are just 
for kids probably think HARPOON is pri- 
marily played by adolescents. Well, it’s 
their loss if they pass up AGENTS OF 
JUSTICE, one of tlie fresliest-looking titles 


of the year. Nearly two years of develop- 
ment have streamlined the design in some 
areas for accessibility, while simultaneous- 
ly enriching the gaming environment. 

Agents of Justice creates a futuris- 
tic world where mutant beings of 



'elcome a 

.hoard the 

Stai 

tSHiP Titanic. 

Personable 

and charmi 

Fentible: 

ng DoorBot. 


reserve your berth now at http://www.starshiptitanic.com 


k 


CIRCLE READER SERVICE #251 


SEPTEMBER 199 / 


CCW 


STRATEGY/ WARG AMES 





Land, Air & Sea Combat 
That Spans the Globe! 


| D ST ^ Welcome to the Pacific, one of World -Syfe 
' War II’s most magnificent battlefields. 

Welcome also, to PACIFIC GENERAL!" rmm 
one of the world’s most magnificent strategy games! 

3; ;'*■ A '■ .. ■ ’ : .. ■ 

Built around a significantly modified 5-Star Series " 
game engine, PACIFIC GENERAL features a newly 
created naval combat model for high-seas realism. 
Campaigns and scenarios playable as Japanese 
American forces. True head-to-head play 
an all-inclusive 


UlMra* 93 SU-JjMI 
iffliViitiuuHiujananui-upiy 


via modem or network. And 
Battle Generator that goes beyond war in the 
Pacific — it comes fully-loaded with maps 
and units from PANZER GENERAL" 
and ALLIED GENERAL:" 

■ I 

Ksr‘‘"-“te.'K„T S5.'- 

. : Imagine the possibilities! 

| TO ORDER: Visit vour retailer 
or call 1-800-234-3088. 


<£PULAUAH ARC 


S OLOMO N ISLANC 


JJiipjJjyij;, lie;. 

a'~- •' gg 

SfluSak.. ° coac \ ‘'-—t Jv<3_ 






CIRCLE READER SERVICE #235 



TERRY COLEMAN 


FEEDING FRENZY 

Quick: How many MYST-clones can you remem- 
ber that you liked at all, much less recom- 
mended to your friends? Well, the same thing 
is happening in strategy/wargames, except it's 
worse. The conservative estimate at CGI/1/ has 
more than three dozen real-time strategy 
games shipping this year, with three to four 
times that number slated for 1998. If the 
majority of them were anywhere near as good 
as WarCraft II or C&C: Red Alert, you’d get 
no complaints from me. But most of these 
designs are simply poor derivatives trying to 
cash in on the recent real-time craze. 

Here’s an example of how out of control industry 
marketers are: In a product demo for a racing 
game I recently attended, every few seconds, the 
words “real-time racing" would flash on the screen 
in 34-point type. I was so irritated that I finally 


raised my hand and asked, “I’m confused. Was this 
originally a turn-based racing design?" The worst 
part was that the marketing people didn’t get the 
joke. The next thing you know, we’ll be getting 
demos of “real-time” flight sims. 

The worst thing about the glut of real-time strat- 
egy product is that some good games are going 
to get lost, simply because the market can’t 
support them all. I saw two really good turn- 
based games at the recent Computer Game 
Developer’s Conference and asked the designers 
why they were still doing “dinosaur games." 

Their reply was that there were, at most, 12 
good turn-based games a year: “We can com- 
pete against a dozen games in our category. If 
you’re doing real-time strategy games, you com- 
pete against 112.” Six months ago I would have 
considered that comment an exaggeration; I 
don’t anymore. . 

1 ^Continued on pg 269 


fantastic powers vie for world domi- 
nance. 'Hie Tech Lords sport fabulous 
gadgets that could make Iron Man jeal- 
ous, while the Shadowyn use their ninja 
powers in more subtly evil fashions, and 
the Claw seem to be the 21st century’s 
version of egomaniacal super-thugs. You 
lead the Star Council, fighting for truth, 
justice, and. . .you get the picture. 

The X-COM similarity comes from 
the tactical isometric turn-based com- 
bat, but AGENTS features heroes and 
villains whose graphic splendor strikes 
a nice balance between the classic style 
of Stan Lee and the dark knights of 



Jagged Alliance: Deadly Games is cur- 
rently the best X-COM clone, but con- 
tenders are actively seeking its crown. 


recent graphic novels. Fans of the origi- 
nal X-Men will thrill to the mental 
attack possibilities, some of which put 
the Ethereals of X-COM to shame. 
Modifying your own superhero is a 


mini-game in itself, reminiscent of the 
joy derived from designing your own 
ships in MASTER OF ORION. With hun- 
dreds of nefarious plots that are ran- 
domized with each new game, AGENTS 



Marsinta Drewbish: 

ascible but efficient DeskBot. 
Not known for her soft and 
compliant tone, but she can 
get you what you want, if 
you know now to ask. 


CIRCLE READER SERVICE #251 SEPTEMBER 1997 CGW 


1’t see it aboard tb< 

Starship Titanic, 

just ask. 


STRATEGY/WARGAMES 






--!.•! I l iW !• 


PLAY Sip, 

CHOOSE SIDES in an all-out IjStle 
for the future of an entire planet. 

CONTROL UP TO FOUR 
COMMANDOS as you rampage 
through level after level of carnage. 
ARM YOURSELF TO THE TEETH 
with weapons and powerups. 
BLAST hundreds of items 
into t'iny pieces. 
Forge your way through 
TWO FULL CAMPAIGNS. 


PLAY ONLINE 

Take on your friends via A 
NETWORK OR MODEM. 

Log into the FREE XFire server 
for unsurpassed Internet play. 
Vaporize people from 
ALL OVER THE WORLD. 

Participate in TOURNAMENTS, 
TRADE items, DOWNLOAD new 
levels and graphics, or just engage 
in a fast and furious eight player 
FREE-FOR-ALL! 



To order, visit your retailer 
or call 1 800 447 1230 

XFire ’ is a registered trademark 
of Sir-tech Software, Inc. 


m 

SIRTECH 


Tel: (315) 393 6633 
Fax: (315) 393 1525 
E-mail: webmaster@sir-tech.com 

www.sir-tech.com 


CIRCLE READER SERVICE 0125 


TERRY COLEMAH 



^Continued from pg 267 

In any case, having watched a scintillating Kentucky 
Derby mere weeks before press time, I couldn’t 
resist doing my own handicapping of upcoming 


real-time strategy games. Keep in mind that CGW 
accepts no responsibility for late injuries to mounts 
or for programming jockeys jumping to rival stables: 


Against All Odds: The Real-time Wars 


Game 

Company 

Racing Notes 

Odds 

StarCraft 

Blizzard 

A thoroughbred trained by the best 

1:2 

Command & Conquer II 

Westwood/Virgin 

Going for the real-time Triple Crown 

2:5 

•5 Sid Meier’s Gettysburg 

Firaxis/EA 

Master jockey still has great hands 

Even 

Dark Reign 

Activision 

Best-looking relative of C&C/WarCraft, and it’s hungry 

3:2 

- Rebellion 

LucasArts 

Delays are worrisome, but it’s still a prime stable 

2:1 

| SimCity 3000 

Maxis 

The original real-time stud is still tough down the stretch 5:2 

} Pax imperia: Eminent Domain 

Heliotrope/THQ 

Trimmed down filly could set early pace 

3:1 

l Close Combat II 

Atomic/Microsoft 

A much improved breed 

4:1 

Age of Empires 

Microsoft 

Bruce Shelley-trained mount looks fresh 

5:1 

Tone Rebellion 

Logic Factory 

Beautiful steed, can it go the distance? 

10:1 

i WarBreeds 

Broderbund 

Sci-fi stallion has spirit, may not be enough vs. comp 

15:1 

; WarWind II 

SSI 

It is a sequel driven business... 

25:1 

Warhammer II: Dark Omen 

Will 

Will 3D support be enough? 

50:1 

Outpost II 

Sierra 

Never underestimate Sierra's retail muscle, or Pat Cook 75:1 

Field 

anyone & everyone 

Don’t bet the farm 

1000:1 


of Justice will keep you bashing bad 
guys until the Comics Code comes 
home to roost. 


So, even if you have to shoot Germans 
and slug it out with supervillains nillier 
than green-skinned aliens, these games 


promise a refreshing changer. By this lime 
next year, we may even get some sci-fi X- 
COM clones, who knows? 


NO SARGE REQUIRED 

If you've ever watched old episodes 
of Combat! on late-night TV, you 
already know the plotline of SSI’s 
upcoming Soldiers at War. 'Hie 
streets are dusty, the buildings are 
often cracked and reduced to rubble, 
and the whole effect of this X-COM 
clone is gritty, and it gets down to busi- 
ness in WWII Europe in a way that’d 
make Sgt. Rock proud. 

The three-quarter SVGA-graphics 
view works very well with the fog of 
war to keep you wondering whether 
there really is a German sniper in the 
church tower over yonder. The game is 
intended to be about as realistic as 
Panzer General on a small-unit 
scale, but the morale system has a lot of 
the correct feel. Plus, the scenarios are 
a riot; everything from night infiltration 
missions to blowing up V-2 rocket sites 
is included. If the AI turns out as nicely 
as we expect— and if the likely modem 
play works, too— this should be a very 
big hit for SSI. 



STRATEGY/WARGAMCS 





Your Source for Ruthless Strategies, Tips, Cheats, and Hacks 


Theme Hospital 

Get Your Virtual Hospital Running Smoothly, Stat! 

by Dawn Jepsen 

T he last shreds of your already pathetic life are slipping 
away. Your diet of late has consisted of whatever non- 
perishables can be kept within anus length. Your 
lower back is throbbing. Your mouse hand is cramped 
and clawlike from overuse. Your eyes, glazed and 
scratchy, look like a “before” picture for Visine. If all of 
this sounds a bit too familiar, stay calm. Hie bloody 
Brits from Bullfrog have made a Theme HOSPITAL 
addict of you. And just when you thought there was a 
light at the end of the tunnel, along comes a patch that 
adds new features. The only possible cure is to win. Our prescrip- 
tion? Take two of these tips every four hours and you’ll be up and 
walking away a victor in no time. 

Admissions 

When you start any new level, especially Level 6 and higher, it’s 
important to scan the layout of the hospital and the town map. On 
higher levels, additional buildings you purchase might be connected 
to the main hospital, so it’s important not to block off future halls 
with treatment rooms. 

At more difficult levels, you should alter tlic game speed to Slow 
during the initial building phase, so that you can set up the basics of 
your hospital without the distractions of emergencies or impending 
epidemics. While you’re building, your less-talented doctors can 
acquire new and better skills under the advisement of a consultant. 

Because doctors arc on the job market for only a limited amount 
of time, you’ll want to hire all available physicians at the beginning of 
the game— especially surgeons, researchers, and psychiatrists— and 
place the ones with minimal skills in the training room. Always be on 
the lookout for good employees, especially those described as “care- 
ful and dependable in an emergency.” Don’t worry about having too 
many doctors at first; they’ll be needed when you have eight differ- 
ent treatment clinics up and running. 

Hospital layout is important. On every' level, it’s a good idea to 
begin with at least two general practitioners offices, since all patients 
must be seen there first. You'll also want to put at least one pharmacy 
as near as possible to the main entrance of the hospital. Many emer- 
gencies require immediate treatment from either the pharmacy or 



* MORALE BOOSTERS In diagnostic rooms, wards, and facilities 
you can add plants, fire extinguishers, and extra furniture to 
increase the morale of the staff and the overall value of the 
hospital. Don’t bother making treatment clinics too elaborate- 
little time is spent there. 


When All Else Fails 

I f you’re suffering from an epidemic of losses, you can 
always cheat. To enable the cheat mode, you must enter a 
code on the fax machine screen. (Build a receptionist and 
a general practitioner’s office, and the machine will appear 
when the first patient comes in.) When the machine appears, 
enter the number 24328 on the fax machine keypad and click 
on the green Send button. The following cheats will now work: 
Shift-C Get $10,000 
Ctrl-C All research completed 
Ctrl-M Go to the end of the month 
Ctrl-Y Go to the end of the year 
You’ll then need to respond to the fax normally. Also, if you 
enter 7287 on the keypad, you will go to a rat-shooting level 
after you win the current level. 







...and ijt wadts yout blood 

CRYPTIC PASSAGE" fob BLOOD" 


bHUDDERlifeiy- tVI'L 

«|tv Cryptic Passage ’ Developed by 

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A GT INTERACTIVE SOFTWAHE COMPANY • MINNEAPOLIS. UN SW41 UIUJUI.llth.COm INTERACTIVE RUPI tO yOUT EISSTSSt r6t3ll6f\.. 



Cryptic Passage ©1997 V/i 2 ardWorks, Inc. All rights reserved. Published and distributed by WlzardWorks. Inc. Blood ©1997 Monolith Productions, Inc. Blood is a trademark ot Monolith 
Productions, Inc. IBM is a registered trademark ol International Business Machines Corporation. All trademarks are property ol their respective companies. 

CIRCLE READER SERVICE #072 


Printed in U.S.A 



GAMER’S EDGE 


STRATEGY & TIPS; THEME HOSPITAL 


psychiatry, so make these rooms easily acces- 
sible, with plenty of nearby seating. 

Arrange your rooms so they can be han- 
dled by the fewest possible staff members. 
For example, one nurse can effectively man- 
age the ward, the pharmacy, and the fracture 
clinic (if these areas are grouped together). 
During an emergency, drop a doctor or 
nurse into the proper treatment room to save 
time. If they have a poor “attention to detail” 
rating, they will often ignore pages asking 
their assistance. 


Also, watch for occasional bugs such as 
people getting stuck in a doorway. If you 
suddenly don’t see any of your handymen, 
check the various doorways for a pile of them, 
then use your pinchers to pull them out. 

Treatment 

Once the hospital is laid out according to 
your liking, increase the game speed to its 
fastest setting. This will speed up the training of 
the junior doctors and bring more patients in 
the door. Also, go to the research screen and 
increase tlie priority of diagnostic machinery 
and medications, all the while decreasing spe- 
cialization until later in the game. 

During emergencies, slow the game down 
until you see where the emergency patients 
need to go and ensure that the appropriate 
doctors or nurses are in place. When an 


epidemic breaks out, vaccinate all infected 
patients before sending them home. Not 
doing so will result in a very large fine. 
Speaking of cash flow', be sure to click on the 
various awards and statuettes that appear at 
times on each level —you’ll see nice bonus 
rewards for good performance. 

Group Therapy 

Grab the Theme Hositiai, patch from 
www.bullfrog.co.uk/themedownload. r fhis 
not only treats some of the game’s minor bugs, 
but also adds 
three difficulty 
levels and a 
multiplayer 
mode that sup- 
ports serial, 
modem, and 
IPX network 
connections. 
Multiplayer pits 
you against up 
to three human 
hospital man- 
agers in a battle 
for patients, rep- 
utation, and dol- 
lars. Gameplay 
is essentially die 
same, with the 
added elements 
of bidding for 
expansion buildings, recruiting other gamers’ 
staff, and planting nasty litter bombs in your 
opponents’ hospitals. 

Here are some tips for getting ahead of 
your opponents in multiplayer mode. 

Before doing anything else, view the doc- 
tors available for hire. Your opponents will 
be hiring from the same pool, so you should 
ideally hire all of the good ones for yourself 
and leave them the dregs. If they get the 
good staffers, wait until the game gets 
rolling, then liberally poach your opponents’ 
staff. If you click on a doctor who’s unhappy, 
he’ll make an outrageous pay demand of his 
current employer. If it’s not met, he’ll come 
work for you. Either you end up with a new 
staff member or your opponent ends up 
with higher costs. A win-win situation. But 
pay close attention to your own staff’s 




satisfaction level or you may find this tactic 
being used against you. 

When placing litter bombs, look for a nar- 
row', horizontal hallway. Bombs are hardest to 
see here and are more likely to go off before 
your opponent can find them, because theres 
no option to peek through obstructing w'alls. 
Hold bombs in your hospital for as long as 
possible, then drop them off, giving your 
opponent less time to discover them and drop 
them back into your hospital. 


► On the Level 

I f there’s a level you just can’t get 
past, you can use a command-line 
switch to force Theme Hospital to go 
directly to a certain level. If you’re run- 
ning the MS-DOS version, simply start 
the program using the command 
HOSPITAL -Lx, where x is the number of 
the level in which you want to start. 

This procedure also works in the 
Windows 95 version, but it’s a bit more 
complicated, as you have to modify the 
command contained in the program's 
icon. First, click with the right mouse 
button on Windows 95’s Start button, 
then choose Explore. Work your way 
down the directory until you find the 
Theme Hospital Icon (by default it will be 
under Programs/Bullfrog). Now right-click 
on the icon and choose Copy. Right-click 
again and choose Paste. 

Right-click on the new copy of the 
icon and choose Properties, then click 
the Shortcut tab. At the end of the 
Target line (which should read some- 
thing along the lines of “C:\Program 
Files\Bullfrog\Hospital\Hospital.EXE"), 
add a space and then -Lx, where x is 
the level number you want to play. (Note 
that the portion you add should be out- 
side the quotation marks.) 

Now you can just double-click that icon 
to go directly to the chosen level. To alter 
the level, simply repeat the procedure 
above, changing the level number after 
the L. Or, make multiple copies of the 
icon and set a different level for each one. 


CGW 


SEPTEMBER 1997 




ICk to it dj ibi © ragmi Mm 

ft ly ii.,1,1 J < L'l I 


2737 Polk Street, Suite3 16815 Von Kar 
San Francisco, CA 94109 Irvine, CA 9261 


© 1997 Cr 




GAMER’S EDGE 


STRATEGY & TIPS 


Scorpia’s Mail 

Scorpia Reaches Into the Mailbag Once More to Help Puzzled Adventurers 


W ell, as 1 suspected last time, there aren’t many new 
adventure or role-playing games to be found on the 
racks right now. Of course, as 1 write this, SHADOWS 
OVER Riva has just come out, and there are mysterious 
murmurings about Betrayai, Ar A.VIARA, which may 
be released by the time you read this...or maybe not, 
what with the way games get pushed back these days. 
Aside from that, the prospect for anything good coming out before 
autumn is rather bleak. So, whatever you’re playing, try to make it last 
a while, because were probably in for another long, dry summer. In 
the meantime, let’s get to the mailbag. 


Daggerfall 

If you haven’t been keeping up with the patches, you should be. As 
you likely know from hard experience (hell!), the side-quest dungeons 
are large, and finding the necessary' items can be a pain. Bethesda has 
changed that now. 'Hie most recent patch re-enabled some of the 
playtester cheat keys. One of them allows you to breeze through the 
dungeon to the room that has the item you’re looking for. Something 
like that is, of course, a great temptation, but it can certainly help 
when you’re really frustrated. The patch is available from many online 
services, as well as from Bethesda’s Web site, www.bethsoft.com. 



Discworld II 

Mere, mousie mousie. Actually, getting the mouse isn’t a problem. 
Getting his blood, well, that’s something else again. You really need to 
sink your teeth (or someone’s teeth) into the matter. A little help from 
a fly-by-night is certainly necessary'. A pity that dawn is so far off; it’s 
nothing to crow about. Or is it? 

Fable 

Getting started in the Land of Mists may be a bit difficult for some 
gamers. 'ITiere doesn’t seem to be a lot to work with, and there seems 
to be no way past the tower guard or the woman in the swamp. 


However, don’t be in a hurry' to bum your bridges; sometimes, it’s bet- 
ter to look under them instead. 

Crusaders of the Dark Savant 

One of tlie more roundabout tasks here is finding out die names of the 
four witches. First, you’ll need to pay a visit to die Giants (no relation to 
any football team, lieli!); tliey have something of great importance. Tlien 
it’s off to the vicinity of Ukpyr. I’ve heard the woods around there can be 
very infomiative at night, especially for die properly dressed character. 

Wizardry Nemesis 

The fire on die second floor in Nidiera is an obstacle you have to over- 
come. Unfortunately, no hoses are available, so you’ll have to find a more 
indirect way' of putting it out. Y’know, diere might even be a control some- 
where for this, if only you could find it. Tou might want to look somewhere 
lower down, and try not to butt your head against any walls. 

The Pandora Directive 

Gamers in Expert mode may find themselves having a frustrating 
time in the Mayan pyramid’s fireball corridor. Tliats no surprise, because 
the answer is rather inane. You simply have to make your way across and 
try all four doors. It doesn’t matter which one you start with, or in what 
order you do it; whichever door is the fourth one you try is the one that 
will open. This is not one of die better puzzles in die game, alas. 

Dark Sun II 

After a long hiatus, this one is showing up again (love them shovel- 
ware CDs! By the way, just as an aside, if you’re suffering from CRPG 
withdrawal, you may want to check out some of the collections on the 
racks these days). Anyway, down in those mines, you have to find the 
killers before you can proceed to the main event. I suggest a quick trip 
to Luckout Tunnels, and then a quick tour of the other mine levels 
(but not as far up as the entry level). Move fast, because the killers 
won’t be waiting around for you. Once they're dead, a secret door 
opens elsewhere, and 
you’ll soon be on your 
way to a romp in Mind 
Flayer country (just 
what you’ve always 
wanted!). 

That’s about it for 
this look into the mail- 
bag. Until next time, 
happy adventuring! % 


Ij-r — — 1 1 ■ 

r Reach-Scorpi a 1 at — 

Email: scorpia@scorpia.com 
Internet: Scorpia’s Domain at 
www.scorpia.com 
U.S. Mail: (enclose a self-addressed, 
stamped envelope if you live in the U.S.) 
Scorpia, P.O. Box 338 
Gracie Station 
New York, NY 10028 



Some people lose 
their car keys. 

These people lost a 



Uncover the mysteries of an advanced civilization in this epic game ot adventure. 
Breathtaking visuals. Exotic locations. Plot twists and intrigue. All to be found in Atlantis. 


CIRCLE READER SERVICE #133 



TURN OFF THE LIGHTS, CRANK 
THE SUBWOOFER, AN 
GO FOR IT. 




The game is much more 

than satisfactory, 

it s one of the 
[jest of the year; 


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Distributed by LIVE© InteracUve. "The Arrival" Motion Picture and Artwork © LIVE Him and Mediaworks Inc. 19SB. 
All Rights Reserved. "The Arrival CD-Rent Adventure" © 1897 Enteraktion Inc. All Rights Reserved. Adapted Irom 
the original motion picture "The Arrival." An Enteraktion - Ha vokWar e Production 


CIRCLE READER SERVICE #292 





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QUARTERDECK 



SQUEEZE EVERY LAST DROP OF MEMORY OUT OF YOUR SYSTEM FOR ITS SPEEDIEST, MOST POWERFUL 
GAME PERFORMANCE. QEMM 97 WILL EVEN GET YOUR DOS GAMES MORE MEMORY, SO THAT YOU CAN 
PLAY FASTER AND OVERALL FEEL JUST A LITTLE BIT, WELL, JUICED. TO LOOK INTO MAKING WINDOWS 95’S 
MEMORY MANAGEMENT GAME FRIENDLY, VISIT US AT WWW.QUARTERDECK.COM, OR CALL 800-683-6696 AND MENTION 
CODE #01006. QEMM 97 IS AVAILABLE AT THESE FINE RETAILERS: COMPUSA, COMPUTER CITY, BEST BUY, STAPLES, 
Office Depot, Office Max, Egghead Computer, Electronics Boutique, Fry’s Electronics, and Micro Center. 

©1997 Quarterdeck Corporation. All rights reserved. Quarterdeck and QEMM are registered trademarks and the Quarterdeck “Q" symbol is a trademark of Quarterdeck 
Corporation or its subsidiaries. All other products are trademarks or registered trademarks of their respective holders. 

CIRCLE READER SERVICE #169 





Simulation/Space 


Comanche 3 

• Although Comanche 3 has commendable 
flight modeling and challenging missions, your 
teammate (the Army’s term for wingman) 
exhibits an amazing level of stupidity. When you 
send him to a target, he often seems to lose his 
instinct for self-preservation and goes for the 
Kamikaze run. 

Of course, you can try to keep him alive by 
not sending him ahead against targets, but that 
can be detrimental to your own health. It seems 
that your teammate, Griffon 2-7, not only 
skipped combat training, but is also oblivious to 
your existence. If he’s behind you and he spots a 
target in front of you, he’ll fire on it— more than 
likely hitting you instead. So make liberal use of 
the N key, and go on and send Griffon 2-7 in 
against the tough targets. His early demise 
means you’ll probably live longer. 

• If you’re behind Griffon 2-7, be careful not to 
follow him too closely. He seems to be flying a 
Super-Comanche that can slice through trees 
without a scratch. You’re not so well-equipped. 

• If you’re having problems getting smooth 
response from your helicopter’s collective con- 
trol, use the Options menu to turn off the verti- 
cal stabilizer. This will keep your collective val- 
ues from jumping all over the place. 



Need for Speed II Cheats 

W hile NFS II might not be the sequel 
we’d all hoped for, it’s still a fun rac- 
ing game. Here are some codes to unlock 
secret vehicles. 

Type these codes while you’re in the 
main menu. 

redracer: Enables Indigo bonus car 
bus: Enables school bus 
vwbug: Enables Volkswagen Beetle 
vwfb: Enables Volkswagen fastback 
semi: Enables semi truck cab 
miata: Enables Mazda Miata 
mercedes: Enables Mercedes-Benz 


Rebel MoonJIising 

W ith a good mix of missions and squad-level gameplay, 
Rebel Moon is a breath of fresh air in the 3D-shooter 
category'. Here are some cheat codes to help you win inde- 
pendence for the moon. These codes only work during sin- 
gle-player mode. 
fwmiga = Gives all weapons 
fwmarit = Gives health and oxygen 
fwwarp01-21 = Warps to different levels 
fwbert = Gives jet pack 
fwmithra = Gives invulnerability 
fwigiveup = Gives win current level and advance level 
fwjack = Toggles MMX hooks 
fwO, then fwcount = Measures frame rate 
fwplay01-05 = Plays demos 
pf = Captures a screen shot 


Sports 


Front JPabe Sports Football ’97 

T he latest patch —now final — has solved a lot of problems with modem play, and renewed 
interest in this game for online play. Of course, it might also have something to do with 
the fact that pro football training camps have begun in (lie real world, and FPS FOOTBALL ’98 
is still months away. . .but we digress. 

Before you try to emulate your favorite coaches against a human opponent, keep a 
few things in mind: 





volvo: Enables Volvo station wagon 
bmw: Enables BMW 
armytruck: Enables Mercedes Unimog 
army truck 

snowtruck: Enables Mercedes Unimog 
snow truck 

vanagon: Enables Volkswagen combi van 
jeepyj: Enables Jeep YJ 
landcruiser: Enables Toyota Landcruiser 
quattro: Enables Audi Quattro 
commanche: Enables Commanche pickup 
truck 

And here is a cheat for a secret track: 
hollywood: Enables Monolithic Studios: 
Hollywood track 


ccw 


SEPTEMBER 1997 








Puzzles/Classics 


Hoyle Poker Tips 

• Our first tip is that you install the music CD while playing, instead of 

hard-drive only version of the game, so the inane comments of your computer 
that you can listen to your favorite opponents. 

• When you play wild- 
card saturated games like 
Murder, don’t waste your 
time on a Straight or 
Flush— the winning 
hand is almost always a 
Full House or better, and 
Five of a Kind hands are 
common. 


HOW TO BEAT AI OPPONENTS: 
Anna: Be very conservative; don’t call 
her bluff often. 

Bart: Bret Maverick he isn’t; squeeze 
him with small raises. 

Elayne: When she winks at you, 
she’s nervous; bluff her. 

Kathryn: Good at wild-card, 
unsteady in standard poker. 

Mrs. O’Shea: She’s good at stud, 
lousy at most everything else. 

Rick: Scruff-boy is the best of the 
bunch; play him straight. 

Sterling: He’s too clever for his own 
good; call his bluff often. 

T-Bone (the dog): Man’s best friend bets 
too much; give him a long leash. 






Strategy/Wargames 


Heroes of Might and Magic II 


O ne of the most addictive 
games ever designed, 
Heroes II requires patience and 
in-depth strategic and tactical 
planning to achieve victory. 

CASTLE DEFENSE 

When defending your castle, 
make sure you’ve built as many 
structures as possible and that 
you’ve upgraded your mage 
tower. Your main ballista strikes 
with the force of as many archers 
as you have buildings. So, if 
you’ve got 10 
buildings in 
your town, 
your ballista 
attacks as 10 
archers. Your 
ballistae are 
then modi- 
fied for every 
level of your 
mage tower. 


If that same town has a level 
three mage tower, its ballista 
attacks as 10 archers with +3 
attack. Each turret attacks as half 
that many archers (thus 5 
archers), with the same attack 
bonus (+3). The maximum 
power your main ballista could 
have then is 20 archers at +5 
attack. The two turrets would be 
at 10 archers and +5 attack. 

Upgrades do not count, but you 
get one extra archer each for your 
castle and mage tower. 



• Responding to criticism that FPS FOOTBALL '96 was too lenient on Agility 
ratings, the designers downgraded those ratings severely for “non-skill” posi- 
tions in FPS FOOTBALL ’97. So, make sure that when selecting your team, your 
linemen have both high Agility and high 
Endurance ratings. TTiis is particularly crucial 
for your Center, since lie must deal with agile 
nose tackles and blitzes coming up the middle. 

So, given the mediocre ratings for 'Dm Ruddy, 
you’re better off picking a team other than the 
Dolphins — unless you want to see Marino 
miss more games than he did in the real NFL. 

• One problem in FPS FOOTBALL ’96 was that 
receivers didn’t extend properly, and often had 
to turn around to catch passes. This meant that 
“possession receivers” were deprived of their greatest assets: great moves and 
clutch hands. This problem is fixed in FPS Football ’97, so use it to your advan- 


tage. Especially in third-down passing situations, an extra slot receiver with 
Hands rated at 72 or better is a must — especially if he has a Speed of 68 or bet- 
ter, which will often enable him to find seams in your opponent’s deep zones. 

• One tactic that often works against the computer is to design 
comerback blitzes that exploit the gaps between the guard and 
tackle. Don’t try this against an experienced human coach! If 
he alters his blocking schemes to compensate, you’ll soon find 
that your safeties won’t be able to rotate fast enough to cover 
the hole in coverage left by your blitzing comer. 

• Finally, it’s sometimes boring, and even cliche, but pick a 
team with a “banger" running back and a big, obnoxious offen- 
sive line, so that you can run the ball consistently. It’s worth it 
just to hear the whining of opponents who can’t run their pass- 
happy attacks for several minutes. Often, your opponent will be 

so frustrated by lack of offensive activity that he’ll try for too much, and maybe 
even provide you with a gift-wrapped turnover. 


A 


SEPTEMBER 1997 


CCW 







Save Time and Money 
Ordering Games by Phone 




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CIRCLE READER SERVICE #040 








Riinu'T irrs For 

AnieriGi 


3 his is the 125th Anniversary of Arbor Day, 
the tree planters’ holiday. This year The National 
Arbor Day Foundation asks you to plant Trees 
for America, and provide for their care. 


Trees Make a World of Difference. Thanks to 
trees we enjoy shadier streets, greener city parks, 
and friendlier neighborhoods. Trees also produce 
oxygen, absorb carbon dioxide, and help keep the 
atmosphere in balance. 

For your 
The Na- 
City, NE 


The National 
Arbor Day Foundation ~ 

www. arborday. org 



This year, plant Trees for America, 
free brochure, write: Trees for America, 
tional Arbor Day Foundation, Nebraska 
68410. 



I SEND US 4 GAMES FOR TRADE 
I AND GET AN ADDITIONAL $10.00 

I IN CREDIT WITH THIS COUPON 
| EXPIRES 9/31/97 


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number. 

TO SELL: Please fill out a list of the games you ate sending, all games must include original retail box, all 
packing and original instructions. Send to above address. All defective or unboxed games will he returned at 
customer’s expense. Please include your telephone number when buying or selling. 



Into A New Project: 




• Solve Unique Design Challenges 

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Website: www.motionsoftware.com 



SHIPPING CHARGES $7.00 FIRSTTITLE $1.00 EA ADDITIONAL 
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CIRCLE READER SERVICE #185 


CIRCLE READER SERVICE #134 


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COMPUTER GAMES: STRATEGY 


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$48 

Enemy Nations 

NOW 

$29 

Mission to Nexs Prme 12/97 

S48 

Starcralt 

NOW 

$46 

Age ot Wonders 

NOW 

S47 

Extreme Tactics 

12/97 

$49 

Mssn Frce:Cybrstrm 2 NOW 

$42 

Stars 

NOW 

$38 

Agents of Justice 

NOW 

S48 

Fallen Haven 

NOW 

$44 

New Order 

NOW 

$48 

Starship Troopers 

10/97 

$46 

Ares Rising 

11/97 

S46 

Fallen Heroes 

HOW 

S46 

Outpost 2 

NOW 

$47 

Steel Legions 

11/97 

$42 

Army Men 

11/97 

$46 

Fragile Allegiance 

NOW 

S46 

Pax Imperia 2 

NOW 

S48 

Submarine Titans 

NOW 

$44 

Bndl Kngs Anc Chn 2 

11/97 

$39 

Frenzy 

12/97 

S44 

Pirates Gold 

NOW 

$19 

Syndicate Wars 

NOW 

$46 

C & C RA Countr Strk NOW 

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Galactic Mirage 

NOW 

S41 

Populous 3 

NOW 

S48 

Theme Hospital 

NOW 

S42 

C & C Red Alert W95 NOW 

$48 

Gallactic Challenge 

NOW 

$19 

Ragged Earth 

11/97 

$34 

Total Annihilation 

NOW 

$47 

Caesar 2 

NOW 

S48 

Grt Bttls of Hannibal 

11/97 

$48 

Reach lor Stars 2 

NOW 

S48 

Tranpsort Tycoon Dlx 

NOW 

$42 

Capitalism Plus 

NOW 

$43 

Heist 

02/98 

$44 

Rebellion 

10/97 

$52 

Tycho Rising 

10/97 

$44 

Cave Wars 

NOW 

$39 

Hroes M & M 2 Ex Pk NOW 

$25 

Respect Inc 

NOW 

S45 

Uprising 

10/97 

$48 

Civilization 2 

NOW 

$40 

Heroes of M & M 2 

NOW 

$35 

Return Fire 

NOW 

$37 

WarBreeds 

HOW 

S48 

Civilization 2 Seen 

NOW 

$26 

Hidden Wars 

10/97 

$48 

Rising Lands 

10/97 

$44 

Warcralt 2 

NOW 

S37 

Clay Warfare 

12/97 

$45 

History of World 

NOW 

$39 

Risk 

NOW 

S41 

Warcralt 2 Add On 

NOW 

S20 

Close Combat 2 

NOW 

544 

Imperialism 

HOW 

$43 

Semper Fi 

NOW 

$46 

Wrhmmr 2 Dark Omn 

11/97 

S46 

Comm Conq Cvrt Ops NOW 

$22 

Incubation 

11/97 

S44 

Sentinel Returns 

03/98 

S45 

Warlords 2 Dlx 

NOW 

$41 

Command 5 Conquer NOW 

$29 

Into the Void 

NOW 

$28 

Settlers 2 Gold 

HOW 

$38 

Warlords 3 

NOW 

S48 

Command & Conqr 2 1 1/97 

548 

Jaggd Aline DdlyGmeNOW 

S19 

Shadow of Emperor 

NOW 

$35 

Warwind 2 

11/97 

$42 

Conq ot New WrldDIx NOW 

$48 

Jagged Alliance 2 

NOW 

$48 

Siege 

11/97 

$48 

Wheel of Time 

10/97 

S46 

Conquest Earth 

NOW 

$44 

Koumeiden 

02/98 

S45 

SimCity 2000 Net 

NOW 

$47 

Wisdom ol the Kings 

10/97 

$46 

Constructor 

NOW 

$44 

Lords Realm 2 Exp Pk NOW 

$28 

SimSafari 

12/97 

$44 

Wooden Ship Iron Mi 

l NOW 

S39 

Corsairs 

10/97 

$43 

Lords of Magic 

10/97 

$47 

Simcity 2000 Spec Ed NOW 

$40 

Worms 2 

11/97 

S44 

Creatures 

NOW 

$34 

Lords of the Realm 2 

NOW 

$39 

Simcity 3000 

11/97 

$54 

X-Com Apocalypse 

NOW 

$46 

D-Day 99 

NOW 

$38 

M Gathrng BattlemageNOW 

S35 

Soldiers at War 

02/98 

$43 

X-Com Terr Irm Deep 

NOW 

$19 

Dark Colony 

NOW 

$43 

MAX. 

NOW 

$48 

Space Trading 

11/97 

$46 

X-Com UFO Delense 

NOW 

$19 

Dark Reign Future Wr NOW 

$48 

Mass Destruction 

NOW 

$38 

Spaceward Ho! 4 

NOW 

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X-Fire 

01/98 

$48 

Dark Reign MP 1 

NOW 

$29 

Master of Magic 

NOW 

S41 

Speed Tribes 

04/98 

$48 

Z 

NOW 

$33 

COMPUTER GAMES: WAR 

Alrika Korps 

04/98 

S42 

Civil War Generals 

NOW 

$48 

Napoleon in Russia 

NOW 

S42 

Steel Pnthrs 2 Cmpn 1NOW 

$15 

Age of Sail 

NOW 

$42 

Close Combat 

NOW 

$38 

Over the Reich 

NOW 

$39 

Steel Pnthrs 2 

NOW 

$43 

Aide de Camp 2 

12/97 

$44 

Decsve Battls of WWII NOW 

$48 

PT02 

NOW 

$34 

TACOPS 

NOW 

$44 

American Civil War 

NOW 

$45 

East Front 

10/97 

S42 

Pacific General 

NOW 

$43 

Tank Resistance 2024 NOW 

$39 

Battle ol Bulge 

03/98 

$42 

Fantasy General 

NOW 

S35 

Pacific Tide 

10/97 

$45 

Third Reich 

NOW 

S39 

Battlegrnd Gettysburg NOV/ 

$32 

Great Battles Alexndr 

NOW 

$44 

Panzer Commander 

06/98 

$45 

Tigers on the Prowl 2 NOW 

$42 

Battlegrnd Antietam 

NOW 

S41 

Harpoon 2 

NOW 

$14 

Panzer General 2 

10/97 

$42 

V Victory Bundle 

NOW 

$28 

Battleground Bulge 

NOW 

S28 

Harpoon 97 W95 

NOW 

$44 

Panzerbtitz 

03/98 

$42 

War College 

NOW 

S19 

Battleground Bull Run NOV/ 

S42 

Man of War 

NOW 

$42 

Road to Moscow 

10/97 

$43 

War Inc 

NOW 

$46 

Battleground Shiloh 

NOW 

$30 

Mare Nostrum 

NOW 

S22 

Sid Meier's Getlysbrg 11/97 

$48 

Wargame CS3 Rifle; 

i NOW 

$19 

Battlegrnd Waterloo 

NOW 

S32 

Myth 

10/97 

S48 

Steel Panthers 3 

11/97 

$45 

Zulu War 

HOW 

$29 

BOARD GAMES 

ASL Code Bushido 

HOW 

529 

Car Wars Deluxe 

NOW 

$21 

Great War at Sea 1 

NOW 

$32 

Rebels & Redcoats 1 

NOW 

S25 

ASLJatkosota 

NOW 

S10 

Chancellorsville 

NOW 

S34 

Hannibal 

NOW 

$32 

Republic ol Rome 

NOW 

S29 

ASL Kamp Peiper 1 

NOW 

527 

Circus Maximus 

NOW 

Sit 

Harpoon Box Set 

NOW 

$41 

Risk 

NOW 

$27 

ASL Leatherneck 

NOW 

$9 

Civilization 

NOW 

S29 

History of the World 

NOW 

S27 

Robo Rally 

HOW 

S33 

ASL Pegasus Bridge 

NOW 

$24 

Colonial Diplomacy 

NOV/ 

$42 

Hobbit Adventure 

NOW 

$29 

Sam Grant 

NOW 

$42 

ASL Solo Rules 

NOW 

529 

Crisis Sinai 1973 

HOW 

S25 

Ironclads 

NOW 

$32 

Settlers ol Catan 

NOW 

$30 

Advanced Civilization 

NOW 

$25 

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NOW 

S16 

Jena 

NOW 

$38 

Sherlock Holmes 

HOW 

$20 

Advanced Squad Ldr 

NOW 

538 

Days of Decision 2 

NOW 

$42 

Knightmare Chess 

NOW 

$13 

SilentOeath Dlx 

NOW 

$42 

Age of Renaissance 

NOW 

S42 

Decision in France 

NOW 

$15 

Kneg! 

NOW 

$32 

Space Chess 30 

NOW 

$35 

Air Baron 

NOW 

527 

Deluxe Diplomacy 

NOW 

$42 

La Bata de Wavre 

NOW 

$22 

Star Fleet Battles 

NOW 

$25 

Alamo 

NOW 

515 

Die Hanse 

NOW 

S55 

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$34 

Texas Revolution 

NOW 

$18 

Ancient Empires 

NOW 

$29 

Dragon Lords 

NOW 

S29 

Lunch Money 

NOW 

S15 

The '45 

NOW 

S25 

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NOW 

S35 

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NOW 

$25 

Magic Realm 

NOW 

S23 

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NOW 

S19 

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S30 

Empire of Rising Sur 

i NOW 

$41 

Napoleon's First BattleNOW 

S24 

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$49 

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$14 

Empires in Arms 

NOW 

$27 

Napoleon's Last BattleNOW 

$25 

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NOW 

$22 

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NOW 

S25 

Federation & Empire 

NOW 

S38 

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NOW 

$25 

Victory in West Frnce NOW 

$26 

Battles Forgotten Wa 

r NOW 

S42 

Feudal 

NOW 

$18 

Platoon 

NOW 

$15 

We the People 

NOW 

S29 

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NOW 

S33 

Reid Command 

NOW 

$30 

Ouebec 1759 

NOW 

$22 

World War One 

NOW 

$11 

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NOW 

S26 

Go 

NOW 

$22 

Rail Baron 

NOW 

$19 

World in Flames Dlx 

NOW 

$90 

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NOW 

$19 

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NOW 

$19 

Rats 

NOW 

S24 

Zorndprf 

HOW 

$36 


HINT BOOKS 


688i HK Attack Sub 

NOW 

$16 

Earthsiege 3 

11/97 

S16 

Mask of Eternity 

12/97 

S16 

SWAT 2 

11/97 

$16 

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NOW 

$16 

F-22 Raptor 

NOW 

S18 

Master of Orion 2 

NOW 

$16 

Simcity 3000 

NOW 

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Age of Empire 

10/97 

$16 

Falcon 4.0 

11/97 

$16 

Mechcommander 

11/97 

$16 

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$18 

Agents of Justice 

NOW 

$16 

Fallout 

NOW 

S16 

Mechwarrior 3 

11/97 

$16 

Starcralt 

NOW 

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NOW 

S16 

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NOW 

S16 

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10/97 

$16 

Steel Panthers 3 

11/97 

$16 

Curse of Monkey Isle 

HOW 

$16 

Heavy Gear 

11/97 

S18 

Myst 2: Riven 

NOW 

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11/97 

$10 

Dark Forces 2 

NOW 

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NOW 

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Myth 

11/97 

$16 

Ultima Online 

NOW 

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NOW 

S16 

Hexen 2 

NOW 

$16 

Pax Imperia 2 

NOW 

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Unreal 

10/97 

$16 

Death Trap Dungeon 

10/97 

S16 

King's Quest 8 

12/97 

S16 

Rebellion 

10/97 

$16 

X-COM: Apocalypse 

NOW 

$16 

Diablo 

NOW 

$16 

Land Lore 2 

NOW 

$16 

Red Baron 2 

NOW 

$16 

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NOW 

$16 

Dungeon Keeper 

NOW 

$13 

Lords of Magic 

10/97 

S16 

Return to Krondor 

11/97 

$16 

Zork Nemesis 

NOW 

$18 

COMPUTER GAMES: ARCADE 


COMPUTER GAMES: TRADITIONAL 

3D Ultr Pbll Crp Nght NOW 

$36 

Joe Blow 

10/97 

$44 

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NOW 

$41 

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NOW 

S35 

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10/97 

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NOW 

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NOW 

S38 

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NOW 

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NOW 

$46 

Power Chess 98 

11/97 

$45 

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NOW 

$32 

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NOW 

$28 

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NOW 

$21 

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S28 

Bomberman 

NOW 

$32 

Tanktics 

NOW 

S35 

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$40 

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12/97 

$39 

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11/97 

$44 

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NOW 

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NOW 

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12/97 

$39 

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10/97 

S44 

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NOW 

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11/97 

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Sorry 

11/97 

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11/97 

S38 

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12/97 

$48 


110/97 

$44 

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NOW 

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NOW 

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NOW 

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NOW 

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H.E.D.Z. 

10/97 

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Youngblood 

11/97 

S45 

Mnly Pythn Mng Life 10/97 

S45 

You Dnt Know Jack 3 10/97 

$29 

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NOW 

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NOW 

S19 

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10/97 

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You Dnt Know Jck TV 10/97 

$29 




oar over more than 160,000 square miles ot 
ain. Strap yourselt Into an active cockpit 
you see, every switch and button actually 
can simply click on the controls, right there 


Magic (Simuation) 
ite: NOW PC CD $49 


ie 21st Century, private security forces 
powerful armies under corporate con- 
and ot your own corporation and its 
rontrol of R&D, production, and strate- 
imbat. 


„ c (War) 
Release Dale: NOW PC CD $46 


ries. Control of these elements will lead to 
victory and the domination of space, 

FASA 

Release Date: NOW BG $19 


'LANDS OF LORE II’ You are Luther. 
Sorceress of Darkness, exploring tre; 
search of ancient magic, a super power that ■ 
you from your vile birthright. 

Virgin (Roleplaying) 

Release Date: 08/97 PC CD $48 


'ABES ODYSEE ODDWORLD’ Take on the ugliest bunch of 
carnivorous crustaceans, from slave labor at Rupture 
Farms to Liberator of the Mudokon. Blow away your ene- 
mies, solve wicked situations, as you take your loincloth 
butt and claim your destiny. 

GT Interactive (Adventure) 

Release Date: NOW PC CD $42 


'IF16’ contains an easy to use quick start mode as 
well as detailed missions and campaigns. Jump 
into combat and experience incredible graphics 
and high energy explosions without ever opening 
the manual. 

Interactive Magic (Simulation) 

Release Date: NOW PC CD $48 


in World War I and the career of the brave 
young men who pilot the flying machines In 
the dangerous dawn of aviation. Engage in 
deadly dog fights, strafe an enemy aero- 
drome as you line up your nemesis in your 
sights. 

Sierra (Simulation) 

Release Date: NOW PC CD $52 


'DARK FORCES JEDI KNIGHT' In your serach 
lor Jerec, the man v/ho murdered your father, 
you go to the Valley of the Jedi, where 1000's of 
Jedi are trapped. You can fight as a Jedi or 
embrace the Dark Side, Which ever role you 
choose, you will need all the Power of the Force 
yaou can summon, when you encounter the 
seven Dark Jedi. 

LucasArts (Action) 

Release Date:NOW PC CD $53 

CIRCLE READER SERVICE #068 


wwgMm: 

Dark Forces 

Knight 


©1997 CHIPS SBITS, INC. 


CGW997P1 




CHIPS&BITSinc. 


FOB 234 DEPT 10917 ROCHESTER, VT 05767 
INT’L 802-767-3033 FAX 802-767-3382 


>Se \ e cVio« s 


Worldwide 

SUipP in 9 



‘STAR TREK FLEET ACADEMY' Before Captain Kirk. Commander 
Chekov and Captain Sulu were legends, they were cadets at the 
most celebrated school In the universe, the Star Fleet Academy. 
Test your ingenuity, leadership and courage and determine if you 
have what it takes to graduate 1 st in your class. 

Interplay (Adventure) 
Release Date:NOW PC CD $55 


'PACIFIC GENERAL' With lull Japanese and Allied 
Campaigns to choose from, a Scenario Editor and 
Battle Generator, you will command the Pacilic as no 
other general has. Victory conditions are based on 
capturing enemy hexes, losses to your own forces 
and enemy casualties. Night scenarios reflect the 
Japanese penchant for surprise night attacks. 

SSI (War) 

Release Date: NOW PC CD $45 


‘FORMULA 1 '97' You can race as any dri- 
ver or team on any of the world's Formula 1 
courses, with each track modeled from life 
in inch-perfect detail. 

Psygnosis (Simulation) 
Release Date: NOW PC CD $48 


'THRUSTMASTER NASCAR PRO STEERING 
WHEEL' features wheel mounted buttons used for 
shifting, rev limiting or other racing functions, 
separate gas and brake pedals, positive-throw 
shift lever with tactile/audible feedback and more. 


Thrustmaster (Hardware) 
Release Date: NOW PC $108 


Ids, identify 
grip, swing 
h the explo- 


Thrustmaster (Hardware) 
Release Date: 10/97 PC $79 


D game engine, bringing you 
le teams and players, inter- 
m Diamond Backs 


and Devil Rays franchises. 

Electronic Arts (Sports) 
Release Date: NOW PC CD $45 




'STARCRAFT' Wasteful, short sighted and quarrelsome 
humans pillage world after world. You must gather your 
resources to accomplish your goals, either freedom or 
galactic domination. 

Blizzard (Strategy) 
Release Date: NOW CD $46 



‘STRIP POKER PROFESSIONAL VOL. 2' com- 
bines the action of 5 Card Draw v/lth some very 
different table stakes, 4 gorgeous opponents who 
are willing & able to bet it all for the chance to beat 
the pants off you! 


Art Worx (Adult) 
Release Date: NOW CD $39 


'GIRLFRIEND DONNA' With your new girlfriend game, you 
can get to talk to one of the cutest women in the world IN 
PLAIN ENGLISH! Our game features and artificial intelligence 
breakthrough. Watch her respond like a real woman. 

Treasure Chest (Adult) 
Release Date: NOW PC CD $49 


DiVAX 


r e b e « c a 


'DIVA X:REBECCA" Do you know how to get to the 
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accent. You kindly offer her a ride to her destination. Her 
eyes engage in silent conversation with yours. From 
there - the adventure begins! 

Pixis (Adult) 
Release Date: NOW PC CD $39 


Si/Mg ' •~- r AhULT gPAk! 


'ROMSOFT 6 PACK' Double 
Down, Doors of Passion 2. 
Sensuous Girls in 3D, Massive 
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you'll get in this sexy 6 pack! 

Romsolt (Adult) 
Release Date: NOW PC 6-CD $32 


CIRCLE READER SERVICE II 068 


COMPUTER GAMES: SIMULATION 


Aces: X-Figtilers 
Air Warrior 2 
Andretti Racing 
Armored Fist 2 
Carmageddon 
Comanche 3 
Daytona USA Olx 
Earthsiege 3 
Extreme Assault 


NOW S44 
NOW S46 
NOW S46 
10/97 S46 
NOW S47 
11/97 S49 


Falcon 4.0 
Fghtng Flcn Bek £ 
Fighter Duel 2 


NO V/ ! 


10/97 S46 
NOW $49 
NOW S45 
NOW $39 
NOW S42 
11/97 S49 


Flying Corp 
Flying Nightmares 2 
Flying Tigers 
Forced Alliance 


1 $45 


F-15 


F-22 Lightning 2 
F/A 18 Korea 
F16 Fightng Falcon 
FA 18 Hornet 3 
FPS fly Fishing 


11/97 S48 
NOW S39 
NOW $46 
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10/97 $48 


Heavy Gear 
Hind Helicopter 
Indy Car Racing 2 
Interstate 77 
Interstate 76 
Jet Fighter 3 
Jeltighter 3 Mission 
Jetfighter Full Burn 
Joint Strike Fighter 
Jtfghtr Lghtning Sltk 
M1A2 Abrams 


NOW S52 
NOW S36 
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NOW $42 
09/98 S48 
10/97 S45 
01/98 S32 
10/97 S48 
NOW $44 
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10/97 $48 
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11/97 $44 
10/97 $44 
11/97 $43 
NOW $35 


Manx TT NOW S42 

MechWarrior 3 12/97 $52 

Mechwrrior Memories NOW S48 
Microsoft FS 6 NOW S53 
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Mwarrior 2 Battlepk NOW S42 
Nascar Racing 2 Mngr 11/97 $25 
Need for Speed 2 NOW $46 
Nscr Rcng 2 Bsch Srs 11/97 $30 
Off-Road Racing 10/97 $48 


Outlaw Racers 


Profiler 


12/97 $39 
03/98 $45 
NOW $44 
NOW $52 


Sand Warriors 
Scrmn Dmns Ovr Er[ 
Sierra Pro Pitot 
Silent Hunter 2 
Silent Hunter CE 
Spearhead 
Spearhead Exp Pack 
TFX: X-22 ADF 
TNN Motr Sprts Hdcre 
Team Apache 
Thunder Truck Rally 


Racing Days 
Red Baton 2 V 
SODA Otf-Road Racing NOW $48 
SU-27 Flanker 2 11/97 $46 

SU-27 Flanker Msn 41 NOW S15 
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Sail 2000 NOW $38 


Wing Commander 5 
Wings ol Destiny 
Wrecking Crew 
X-Car Exprmntt Ren 
X-Wng V Tie Fighter 


iF-16 Vi| 


NOW $46 
1 11/97 $52 
NOW $48 
09/98 S46 
NOW $43 
11/97 $49 
12/97 $29 
10/97 $46 
NOW S38 
12/97 S44 
NOW $45 
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02/98 $49 
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12/97 $48 


COMPUTER GAMES: 3D ACTION 


Blood NOW S43 

Bugriders 11/97 S45 

C & C Sole Survivor 10/97 S46 


Duke Nukem 3D Atmc NOW ! 


Chasm 

Chromolorin 

Critical Depth 

Daikatana 

Dark Frees 2 Jedi 

Defiance 

Dreams 


NOW S44 
11/97 $46 
NOW $48 
12/97 $48 
NOW S53 


Flesh Feast 
G-Police 
Gatherer 
Golgotha 


11/97 $39 
02/98 S44 
NOW S46 


$40 Jungle Bots 


10/97 S48 MDK 


NOW S52 
10/97 $44 
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NOW $45 


Nightfall 
Normandy 97 
Postal 
Quake 
Quake 2 

Quake Mssn Pk 1-2 e 
Redneck Rampage 


11/97 S44 
NOW S36 
10/97 S48 
NOW S49 
11/97 S52 
NOW S29 
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Shadow Warrior NOW S47 
Star Ttk Frst Contact 11/97 $48 
Terra Victus 02/98 $48 
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Tomb Raider 2 11/97 $48 

Trespasst Jrssic Prk 12/97 $48 
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Unreal 10/97 $48 

Vigilance 11/97 $42 

gED lor Quake NOW $19 


COMPUTER GAMES: SPORTS 


3D Ultra Mini Goll 
APBA Pro Boxing 
Aaron vs Ruth W95 
All Star Baseball 98 
Bass Mstrs Clssic Pro 
British Open Golf 
Crush! Deluxe 
Extreme Street Hckey 
FIFA Road Wrld Cp 98 
FIFA Soccer 98 


NOW $42 
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NOW S39 
10/97 $44 
04/98 $42 
NOW $43 
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NOW i 


1 $42 


FPS Football 93 
Frnt Pge Sprts Skiing 
Frnt Pge Spts Gif Bnd 
Grand Slam '97 
Hardball 6 

Jack Nicklaus Goll 97 
Kick Off 97 
Links LS 


NOW $43 
NOW $46 
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ks LS 98 


FPS Ba 


NOW $46 
NOW $45 
NOW $19 
NOW S25 


Links LS Oaklnd Hills 
Links LS Valderrama 
Links Pro 11 Devils Isl 
Lunar Golf 
Madden FB 98 
Micrleague Basebl 
Mleague Footbll 3 


NOW $19 
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10/97 $39 
10/97 $46 
NOW $34 
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NBA Ja 


I $44 


NFL OB Club 98 NOW S46 
NHL Breakaway 98 10/97 $44 
NHL Hockey 98 10/97 $47 

NHL Power Play 98 NOW $48 
PBA Bowling 2 NOW $35 
PGA Tour Pro W95 NOW $50 
Triple Play 98 NOW $45 
VR Baseball 97 NOW $44 
W.I.LD. 10/97 $42 

World Series BBall 98 NOW $42 
Wrld Cup Gil Dor Bch NOW 


COMPUTER GAMES: HARDWARE 


ACT Powerrnmp Coni 
ACT Psychopd (r Coni 
Allc ACS55 Spker Sys 
Assassin 3D Conlllr 
Assassn 3D * Wngmt 
CH F16 Combatstick 
CH F16 Fighterstick 
CH Flight Stick Pro 
CH Force FX 
CH Game Card 3 Auto 
CH Jane's Cmbt Stick 


NOW $36 


1 $19 


NOW $152 
NOW S59 
NOW $99 
NOW S60 
NOW SI 00 
NOW S50 
NOW $169 
NOW $26 
NOW $71 


CH PC Gamepad NOW f 
CH Pro Pedals NOW S 
CH Pro Throttle NOW/ St 
Gravis Firebird 2 NOW S 
Gravis GrIP Controllr NOW S 
Gravis GrIP Pad 2 Pak NOW S 
Gravis Grp Stnd Alne NOW S 
Gravis PC Gmepd Pro NOW S 
Joyswitch NOW S 

Labtec ICS 2612 Spkr NOW $1 
Lgitch WngMn Wrrior NOW S 


Logitech Cyberman 2 NOW S85 
MS Sidewinder Pro NOW S85 
MS Sidewinder FF Pro NOW $99 
Msoft Sidwndr Pro Pd NOW $39 
Saitek X35 Wpns Coni NOW $60 
Saitek X36 Fight Cont NOW $75 
Sound Blaster 64 Val NOW $149 
Space Orb 360 NOW $75 
TM Driving Control T2NOW $108 
TMF16TOS NOW $108 
TM F22 Pro NOW $128 


TM FLC FI 6 System 
TM Flight Contr Pro 
TM Flight Control Sys 
TM GP1 
TM Game Card 
TM Millm 3D Intrcptor 
TM Nscr Pro Rcng Wl 
TM Rudder Contr Sys 
TM Weapon Cont Sy 
Verbal Commander 
Yamaha SBS 300 


NOW i 


NOW $74 
NOW S25 
10/97 S79 
NOW $108 
NOW $98 
NOW $88 
NOW $85 
NOW $88 


COMPUTER GAMES: ADULT 


INTERACTIVE 

2069 Oriental Sex Odys NOW S50 
Asians In Wonderland NOW S39 
BJ Babes NOW $25 

Buster Cherry NOW S45 
Casting Couch NOW S39 


Circus 

Crystal Fantasy NOW $34 
Cyber Photographer NOW S32 
CyberXperlence 


Bad Girls 2 
Bangkok Nights 
Black Book 


NOW $24 
NOW $29 
NOW $16 
NOW SI 2 
NOW $19 


X Ariana 
Diva X NJ 
Diva X Rebecca 
Doll House 
Dream Machine 2 
Dream Machine 
Duke Screwem 


NOW S38 


NOW S 


Samurai Pervert 2 
Sex Castle 
Sex TV 2 
Sex With Jena 
SexrThe Game 
Shock:The Game 
Space Sirens 2 


MOTION 

Model's Memoirs NOW ! 
Mystique Orient 2 NOW i 
Naked Reunion NOW : 
Natural Instinct NOW : 
New Machine 6 Pk 2 NOW : 
New Machine 6 Pk NOW ! 
Night Nurses NOW ! 
Night at the Drive-In NOW ! 


Nrkk 




NOW ! 


Oriental Action 




Strip Fighter 


NOV/ $49 
NOW S34 
NOW S40 


Fantascenes 
Fantascenes 3 
Fantascenes Anal 


Time Warp 


NOW ! 


Girlfriend Donna 


VCA 6-Pack 
VCAs Sex 
Vampire s Kiss 
Venus Playhouse 


Hot Slots NOW $37 

Interact Seymore Bt 2 NOW $49 
Japan Interactive NOW S46 


NOW $28 
NOW $49 
NOW S39 
NOW S29 
NOW S36 
NOW $29 
NOW S39 
NOW $44 


Oeep Throat Girls 5 NOW S25 
Deep Thrt Gris 4Pk NOW $49 
From Asia With Love HOW $15 
Geisha s Secrets 
Girls Doin' Girls 2 
Girls Doin' Girls 

Heidi s Girls Exposed NOW S19 
Immortal Desire NOW $19 
In Defense ol SavanahNOW $16 


NOW $12 
NOW $19 
NOW $19 
NOW $16 


Oriental Syndrome NOW : 
Pandor...AAAH s NOW ! 

Peep Show 2 Girte GameNOW ! 
Peeping Tom 


Platinu 


i Six Pack NOW $44 


Insatiable 
Internal Aflairs 
Jade Palace 
Kama Sutra 


' $36 


Lust Connection 
Nightwatch Int : 
Outpost 69 


Virtually Yours 2 
Wheel of Fantasy 


NOW $48 
NOW $42 
NOW $39 
NOW S29 


NOW $18 
NOW $16 
NOW $19 
NOW $24 
NOW S22 
La Blue Grl Scrn Svr NOW $25 
Last Act NOW SI 6 

Legend 4 NOW SI 6 

Made In Japan NOW SI 6 
Mata Hari NOW S22 

Max Domintn & Felsh NOW $35 
Maximum Moments 1 NOW S29 
Maximum Moments 2 NOW $29 


Private Collctn 2 
RX For a Gang Bang NOW S 
Racquelle in Wild NOW S 
Romsoft MPEG 3 Pk NOW S 
Romsoft Six Pack NOW S 
Samurai Pervert NOW < 
Savannah Superstar NOW S 
Secret Garden 2 NOW ! 
Sex in Public Places NOW ! 
Swedish Erotica NOW I 
Tokyo Nightlife NOW i 
Tokyo Nymphs NOW 
Twin Angels 2 NOW 
Ultimate Teasers NOW 
Ultimate Tokyo NOW ; 
Venus 5 NOW : 


Virgins 


©1997 CHIPS 41 


CGW997P2 




Npiual « . „ www.cdmag.com/chips.himl 

Reuses s£?X 0pen24 Ho Ufs or call 1-800-699-4263 

Source Code 10917 


COMPUTER GAMES: ADVENTURE 


10th Planet 
7th Guest 2 W95 
Abe's Odysee 
Aden Ouesi 
Adrenix Crisis 
Advnlres on Lego 



Excalibur 2555 


cr Shrin 


Planettall 


NOW S48 
NOW S54 
law S42 
NOW S44 


Incrdble Idts in Spce 10/97 S38 
Island ol Dr Moreau NOW $40 
Iznogoud 10/97 $42 

Journeyman Projct 3 01/98 S48 
Kings Ouesi 8 12/97 S48 

Leisure Suit Larry 7 NOW $48 
LSI FIs Shrlk Hlms 2 NOW $42 
Magic ol Xantli NOW S42 
Metal Works NOW $38 
Myst NOW $24 

Mysl 2 NOW $52 

Netstorm NOW S48 

Neverhood NOW S50 

Outlaws NOW $48 

Overseer 12/97 S54 

Pandora Directive HOW $46 


Police Ouesi 5 SWAT NOW S47 


NOW $47 
10/97 $48 
NOW $39 
10/97 $54 
01/98 $45 

10/97 $44 


Principles ol Fear 
Quest lor Glory 5 

Redguard 
Return to Krondor 
SWAT 2 
Secret Mission 
Secret ot Black Onyx 10/97 $46 
Secret ol Vulcan Fury 12/97 $48 
Shivers 2 W95 NOW $48 
Siege ol Stormhaven 10/98 $48 
Sign ol Ihe Sun 11/97 $34 
Sin 02/98 S49 

Space Bar NOW S46 

Space Quest 3000 HOW S45 


Star Trk Judg Rt Coll NOW $38 
Slar Trek Voyager 11/97 $48 
Slat Trk Sir Fit Acad HOW $55 
Slarship Titanic 10/97 $46 
Super Stardust NOW $31 
Temujin NOW $48 

Tire Dig NOW S26 

The last Express NOW $39 
The Trial NOW $44 

TimeLapse Anc Civil NOW $40 
Titanic Jmy Out Time NOW $44 
Tone Rebellion NOW $52 
Twinsen's Odyssey NOW S47 
Ubik 10/97 $42 

Under Killing Moon NOW $19 
Versaille NOW $44 

Warcralt Lord olCIns 11/97 $46 
Zombieville NOW S40 

Zork: Grnd Inquisitor 10/97 $48 
ZorlcNemesis NOW $29 


COMPUTER: ROLE PLAYING 


11/97 S48 
NOW $49 
NOW $47 
11/97 $45 
NOW $46 
NOW $29 
11/97 $49 
NOW $15 


AD8D Coro Rules NOW $36 
AD&D Supplmnt Rule NOW $59 
AD&D Combat & Tact NOW $17 
ADSD DM Guide NOW $16 
AD8D Monstr Manual NOW $20 
AD&D Players HandbkNOW $20 
AD&D Skills & PowersNOW $17 
AD&D Spells & Magic NOW S19 
AD&D Charctr Sheets NOW $9 
AD&D Player Packs NOW $16 
AD&D Sea Devils NOW $17 
World Bldr Guide NOW $17 
AD&D Rod ol 7 Prts NOW $27 
AD&D Faith & Avatar NOW SI 8 
AD&D 4 Irom Cormyr NOW SI 7 
AD&D Night Below NOW $25 
AD&D Dark Lords NOW $10 
AD&D Ravenlolt NOW $25 
AD&D Requiem NOW $25 
AD&D Jakandor NOW $17 
Albedo NOW $18 

Albedo Bonus Pack NOW $30 


BatlleTech BP Mercs 
Battletech Booster 
Batlletech Starlet 
Dr Who Booster 


Die By the Sword 
Dragon Lore 2 
Dungeon Master 2 


NOW $37 
NOW S48 
NOW S39 
NOW SI 8 
NOW $56 
Elder Scrolls Mrtwind 02/98 S54 
Elric 11/97 S45 

EverQuest NOW S44 

FR Descenl Undrmtn 10/97 $46 


Lands Lore Grdns Dst NOW S48 
Lgcy ol Kain Bid Omn NOW S40 
Mageslayer NOW $39 

Meridian 59 W95 NOW S19 
Mights Magic 6 11/97 $47 

01 Light & Darkness NOV/ $48 
Ravnllt 2 Stn Prop NOW $16 
Realms ol the Hitting HOW S44 
Redemption 02/98 $43 

Rims Ark Shadw Riva NOW $36 


Serpent's Kiss NOW $43 

Shadows ol Death 03/98 $45 

Star Trk TNG Fnl Unty NOW $32 

Swords of Heroes 10/98 $46 


The Forsaken 
Ultima 7 Series 
Ultima 8 Pagan 
Ultima Online 


04/98 $48 
NOW SI 5 
NOW S15 
NOW S45 


ROLE PLAYING GAMES 


Ars Magica 4th Ed NOW S26 
Bloodshadovrs NOW $25 
Bubblegum Crisis NOW $20 
Call ol Clhulhu NOW $18 
Cthulhu Live NOW $15 
Champions 4th Ed. NOW $22 
Changeling NOW S21 

Changeling Screen NOW $15 
Conspiracy X NOW S20 
Cyberpunk 2020 NOW $17 
Dragonlance 5th Age NOW $21 
Earthdawn NOW $18 

Earthdawn Compnion NOW $15 
Earthdawn GM Pack NOW $11 
Fading Suns NOW $22 
GURPS Aliens NOW $14 
GURPS Atomic HorrorNOW $14 
GURPS Autoduel NOW $15 
GURPS Celtic Myth NOW SI 5 
GURPS CthuIhuPunk NOW $16 
GURPS Dinosaurs NOW $15 
GURPS Compendium II NOW $18 


GURPS Rulebook NOW $20 

GURPS Goblins NOW S18 

GURPS Grimoire NOW $15 

GURPS Illuminati NOW S16 

GURPS Media NOW $15 

GURPS Religion NOW SI 7 

GURPS Robots NOW S14 

GURPS Vehicles NOW $16 

GURPS Voodoo NOW $14 

GURPS Warehouse 23 HOW $1 5 

Heavy Gear NOW $25 

In Nomine NOW $25 

In Nomine GM Pack NOW $13 

In Nomine Limiled Ed NOW $28 


Macros 


NOW 


Mage 2nd Ed. NOW $21 
Mage Chronicles 1 NOW SI 9 
Mechwartlor NOW $13 
Mechivarrior Comp NOW $12 
Millenium's End 2.0 NOW S17 
Mutation CD NOW S30 
Nephilim NOW $18 


Nightspawn NOW S16 

Ol Gods And Men NOW S22 
Once Upon a Time NOW Si 4 
Paranoia Filth Ed. NOW $20 
Pendragon 4th Ed. NOW $19 
Psychosis Ship Fools NOW $13 
Rills NOW $21 

Rilts Hardbound NOW $28 
Robotech NOW $11 

RuneOuest 4th Ed. NOW $19 
Shadowtun 2nd Ed. NOW $20 
Skyrealms Jorune NOW $17 
StarWars Revised NOW S25 
Traveller NOW $24 

Vampire Clan Books NOW $10 
Vampire 2nd Ed. NOW $24 
Vampire Player Guide NOW S19 
Warhammer Fantasy NOW $19 
Werewoll NOW S24 

Witchcraft NOW $20 

World Necroscope HOW S25 


COLLECTIBLE CARD GAMES 


MTG Chronicles BP NOW 
MTG Mirage BP NOW 
MTG Mirage SD NOW 
MTG Starter NOW 

MTG Tempest BP NOW 
MTG Tempest SD NOW 
MTG Visions NOW 
MTG Weatherlight NOW 
MTG BP Homelnds NOW 
MTG BP Fallen EmpireNOW 


Magic Gathering BP NOW 
Magic Ice Age BP NOW 
Magic Ice Age SD HOW 
Middle Earth Dragons BPNOW 
Middle Earth Dik Minion NOW 
Middle Earth Wizard BP NOW 
Middle Earth Wizard SD NOW 
Monty Python Starter NOW 
Monty Python BousterNOW 
Mylhos BP Clhulhu NOW 


$1 Mylhos BP Misk U NOW S2 

$2 Star Trek Booster NOW S2 

$7 Slar Trek NG BP NOW S2 

$2 Slar Trek NG Q-Contin NOW S2 

$2 Star Trek Slatler NOW $8 

S3 Star Trek TNG SD NOW $7 

$9 Star Wars BP NOW S2 

$9 Star Wars SD NOW S7 

$3 X-Files Booster NOW S2 


SONY PLAYSTATION 


Bushido Blade 
CSC Red Alert 
Cardinal Syn 
Castle ol Damned 
Clock Tower 
College Football '98 10/97 $49 
Cool Boarders 2 11/97 $46 

Courier Crisis 
Crash Bandicoot 2 


11/97 $69 
10/97 $49 
10/97 S49 
NOW S50 
10/97 $49 
12/97 $49 
11/97 $54 
NOW $44 


Flying Saucer 
Freak'n Fast 
Frogger 

Grand Thell Aulo 
Hardball 6 


NOW $52 
10/97 S46 
11/97 $46 
10/97 S5I 
NOW $50 
Hell Racer 10/97 S49 

Joust Epic 10/97 $49 

MK Mylhos Subzero NOW S46 
Mace: The Dark Age 11/97 $46 


Albert Odyssey 
Blades ol Rage 
Blast Chamber 
Bomberman 


NOW $52 
NOW $52 
NOW $49 
NOW $52 


ar Directors Cut 11/97 $46 


Manx T.T. 

NBA Live '98 
Hockey '98 


Command & Conquer NOW $52 Ninja 


Croc 


ad Or Ali 


10/97 $49 
10/97 $54 
10/97 $49 
11/97 $46 
ath Keep HOW $52 

iblo 11/97 $54 

:ke Nukem 30 12/97 $54 

nasty Warriors NOW $46 

ral Fantasy Tactics 01/98 $56 

ral Fantasy VII NOW $72 


Mage Slayer 
Monster Rancher 
NFL Game Day '98 
NHL Hockey '98 
Ogre Battle 
Psybadek 
Suikoden 2 
Toh Shin Den 3 
Vandal Hearts 
Warcralt 2 
Wild Arms 


10/97 $49 
NOW $49 
NOW $49 
11/97 S49 
NOW $49 
11/97 $46 
11/97 $49 
NOW $46 
NOW $46 
NOW $44 
HOW $44 


Courier Crisis 
Crypt Killer 
Dark Legend 
Darklight Conflict 
Darkstalkers 3 
Diablo 

Dream Knight 
FIFA Soccer 98 
Fighters Megamix 
Free Runner 
Heir ol Zendor 
Here's Adventures 


11/97 $49 
. NOW $46 
NOW $39 
NOW $44 
11/97 $49 
11/97 $54 
NOW $52 
11/98 $19 
NOW S52 


10/97 $54 
NOW S54 
NOW $46 


Panzer Dragon ! 
Pitfall 

Propaganda 

Quake 

Racers Megamix 


NOW S46 
11/97 $49 
10/97 $49 
01/98 $50 
1 03/98 $49 
10/97 $52 
02/98 S54 
NOW $54 
NOW S54 


ge World Tour 11/97 $46 


NOW $52 
NOW $40 
NOW $46 


Sacred Pools 
Sega Ages 
Shining Holy Ark 
Sonic The Fighters 
Speed Freak 
Tcnka 

Tomb Raider 2 
Worldwide Soccer '981 1/97 $49 
XMcn vs. StreetFiohlr 10/97 S54 


10/97 $54 
10/97 $49 
11/97 $54 


'X-COM APOCALYPSE' Earth 2084:Mega-Primus is the 
only habitable place left on the planet. For decades, life has 
been idyllic until now. Violence, crime and missing persons 
are up. Rumors of UFO sightings and alien corpses are 
numerous to ignore. Mega-primus is under attack and 
are it's only hope, 

Microprose (Strategy) 

Release Date: NOW PC CD $46 

'FALLOUT Set in the aftermath of a world-wide nuclear 
war, it is your challenge to survive, as a person who 
has grown up in a secluded, underground survival vault. 
Circumstances force you outside, to a strange worid 80 
years after the end of modem c 


Interplay (Roieplaying) 
Release Date: NOW PC 


CD $48 

‘DARK REIGN' In the 27th century, the Imperium with con- 
trol of precious water resources commands the fate of a 
1,000 worlds. The Freedom Guard attempts to break the 
Imperium’s grip on the galaxy and the water supply. 

Activision (Strategy) 

Release Date: NOW PC CD $48 




'MYST 2’ will provide an exploration experience through a 1 
new world filled with 7,000 images, over an hour of ani- ■ 
mation and original music, requiring acute skills of obser- | 
vation. 

Broderbund (Adventure) 

Release Date: NOW PC CD $52 


‘ARMORED FIST 2’ Experience ground combat 
as the Army's newest tanks tear across 3D Voxel 
Space where the sense of realism and accuracy 
will not be duplicated. Sit in on live action mis- 
sion briefings and actual footage of armored 
vehicles, 

Novalogic (Simulation) 

Release Date: NOW PC CD $49 

'BETRAYAL IN ANTARA' An Emperor faces a crumbling 
infrastructure v/here bribery, intrigue, nepotism, deceit 
and assassination run rampant. Command four main 

help, and hinder various Empire inhabitants. 

Sierra (Roleplaying) 

Release Date: NOW PC CD $47 


'GURPS' The most flexible roleplaying game sys- 
tem ever. You can adventure in any v/orld you can 
imagine. All rules are carefully organized, indexed 
and cross-referenced. You can create the exact 
character you want to play. 

Steve Jackson Games 
Release Date: NOW RPG $20 


'MAGIC THE GATHERING 5TH EDITION' This deck contains 60 
tradable game cards, randomly assorted, plus a rule book. Each 
player must have a deck. This deck may be enhanced with more 
cards sold in booster packs. 

Wizards of the Coast 
Release Date: NOW CG $7 

'SHINING THE HOLY ARK' You play Arthur, a 
mercenary sword fighter, sent with his compan- 
ions, in to a cursed mine to capture the evil ninja 
Rodi.You encounter malicious monsters, haunt- 
ed forests and three riddles, if answered correct- 
ly, uncover three sacred treasures. 

Sega (Roleplaying) 

Release Date: NOW SAT $46 

'MAGIC THE GATHERING: BATTLEMAGE' A devastating 
planeswalker war rages across the continent of 
Corondor. Ravidel has gone insane from grief and 
betrayal, seeking the destruction of all other planeswalk- 
ers and the conquest of land itself. 

Acclaim (Roleplaying) 

Release Date: NOW PSX $50 

CIRCLE READER SERVICE #068 


Visa MC and Discover accepted. Checks held 4 weeks. MONEY ORDERS UNDER S200 SAME AS CASH. COD $8. Price, availability, oiler subject to change at any time. Release schedules 
and shipping limes ate approximate, not guaranteed, and subject to change at any time. Hardware orders may require additional shipping and handling charges. Defectives replaced with 
— Call lar details. Shipping and handling charges calculated on a per order, per shipment, and per item basis. The per order charge is charged once per order p 

' ' ' ir each item ordered and Ihe "per shipment" charge is charged once lor each shipment m make to you. Each United States order will P 

ss Strategy Plus Magazine, lot which $10.00 ol the order cost will he allocated. p 


Standard Priority 

u.s Man u.s Man 
MQ Days 2.3 Days 2 Day 
SI. 00 S2.00 S2.00 


4:7 Di« ZiH Dili 








wlv\ ^ 




in the Mask of Eternity 
INTERNET SCAVENGER HUNT 
are being revealed now! Join at 
http://www.sierra.com/mask to win! 

Complete contest rules at www.sierra.com/mask 


© 1 997 Sierra On-Line, Inc. ® and/or ™ designate trademarks of, or licensed to, Sierra On-Line, Inc., 
Bellevue, WA 98007. All rights reserved. 




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1 . Fill in your name and address and check oil 2. Circle Ihe numbers on the card that correspond lo 3. The literature will be mailed to you from 

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CIRCLE FOR FREE INFORMATION 


Void after December 31, 1997 


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rn do you usually buy compuler games? 
me only) 
i a week 



Name 



CGW 9/97-4 

Title 



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Company Name 

i i i i i i i i i i i i i i l 

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LS .ft 

COMPANY 

120 

3DFX 

249 

ABC Interactive 

245 

ABC Interactive 

244 

ABC Interactive 

250 

ABC Interactive 

248 

Access Software, Inc. 

252 

Acclaim 

157 

Acdaim 

290 

Accolade 

2% 

Accolade 

194 

ACT Laboratory Ltd. 

145 

Activision 

140 

Activision 

141 

.Activision 

142 

Activision 

106 

ATITechnologjes,Inc. 

167 

Avalon Hill Game Company 

82 

Bazooka(S-\S) 

174 

Behaviour (Malo Film Interactive) 

373 

BethesdaSoftvvoiks 

372 

BethesdaSoftvvorks 

266 

Blizzard Entertainment 

175 

Blue Byte Software 

176 

Blue Byte Software 

264 

Bungie Software 

61 

CH Products 

68 

Cl lips &- Bits 

78 

Creative Labs, Inc. 

133 

Ciyu Interactive Entertainment 

129 

Civo Interactive Entertainment 

113 

Cyclone Studios 


Diamond 

62 

Discover Communications. Inc. 


276 

274 


Eidas 

Eklcs 

Eidos 


Voodoo 
College Football 
Inch' Racing 
Monday Night Football 
Quest for llx; Best 
Links LS 
Conslnictor 
NHL 

JnckNicklaus 

Legends 

EagleMAX 

Blood Omen 

HeavyGear 

Eleven II 

Zoik 

Having for Keeps 

Defiance 

Drowned God 

Time Warriors 

Baltlespire 

X-Car 

Star Craft 

ExtremeAsault 

Incubation 

Myth 

Jane'sCombatStick 
M.O. Products 
AWEValue 
Atlantis 
Dragon Lore II 
Uprising 

Diamond 3DAidio 
DiscowdyCD-ROM 

Conquest Earth 
Deathtrap Dungeon 
Flying Nightmares II 


112-113 

118 

LucasAls Entcrtainmer it Company 

X-WingVs.Tie Fighter 

252-253 

217 

253 

Mavis 

Crucible 

145 

215 

256 

Mavis 

Streets of SimCity 

187 

213 

102 

MED1AON 

Media On Computer Sy stems 

292-293 

219 

163 

MCM/UAInteractive 

Madiine Hunter 

104 

153 

100 

Micron Electronics. Inc. 

Millennia 

164-165 

244-245 

1% 

MkrroPruse 

7th Legion 

128-129 

222-223 

193 

MicraProse 

StarTiekGax.rations 

211 

2-3 

71 

MicroProse 

X-COMApocaKpse 

63 

C5-C7 

0 

Microsoft 

Age of Empires 

16 

264 


Microsoft 

Close Combat: ABridgeToo Far 

243 

90-91 

131 

Miixlscnpe 

Creatures 

131 

116-117 

134 

Motion Software 

Recmitment 

284 

8-9 

144 

NevvWorld Computing 

Might &■ Magjc VI 

225-227 

58-59 

* 

ORIGLN Systems, Inc. 

Ultima Online 

C8 

35 


Panasonic 

Forced Alliance 

124-125 

15 


Panasonic 

Postal CD-Rom 

75 


155 

254 

251 

36-37 

4-5 

204-205 

171 

72-73 

W 

285-2X7 

61 

275 

273 

182-183 

123 

43.45,47 

4849 

52-53 

50-51 


138 

284 

284 

169 

198 

197 

110 

153 

289 

294 

267 

360 

268 

155 
366 

361 

156 


273 

Eklos 

Terradde 

55 

363 

279 

Eidcs 

Tomb Raider 

54 

369 

293 

empire Interactive Fjitcrtainment 

TrmeSIiarks 

163 

359 

257 

Falcon-Northwest 

Falcon MACH V 

46 


105 

Gateway-2000 

Family PC Mullii i redia 

157-160 

371 

281 

GT Interactive Software 

Mags Slay er 

10-11 

251 

365 

CTlnteractive Software 

Shadow-Warrior 

107-109 

149 

368 

GTlntcradiveSoftvvare 

Total Annihilation 

C2-C4.1 

150 

367 

GT Inter, xtiv v Software 

LInreal 

119-121 

126 

81 

Impact Interactive HiblLsliing 

Dog Day 

181 

125 

171 

Interactiv e Magic- 

iF-16! 

96-97 

185 

173 

Interactive Magic 

War Inc. 

70-71 

374 

73 

Intergraph Computer Systems 

Intense 3D 

166-167 

295 

74 

Intergraph Computer Systems 

Intergraph Computer Systems 

172-173 

297 

76 

IntepLiy Productions Inc. 

Baldur'sGate 

235 

247 

67 

/nforptiy Reductions, lire. 

Carmagedan 

32-33 

234 

79 

InteipLy Rrxludioiis Inc 

Descent to Under Mountain 

136-137 

239 

262 

Interplay Ptoductions, Ine. 

Die By tire Svv orel 

196-197 

235 

354 

Interplay'Prodnctions, lire. 

Fallout 

192-193 

236 

77 

InteqvlayPnxludions, Inc. 

Of Light and Darkness 

65 

254 

269 

Interplay Pradiretior is, Inc. 

Realmsoftlre Haunting 

179 

243 

122 

Interplay Prrxludions, Inc. 

Redneck Rampage 

143 

242 

59 

Interplay Productions, Inc. 

StarfleetAarelemy 

230-231 

161 

104 

JavaSoft 

Trade Secrets 

140-141 

40 

45 

Jazz.Spearkers 

MPACT 

212 

107 

292 

LIVE Entertainment 

'Ihe.Arrival 

276-277 


123 

hreasYrtsEntertairinrent Qvm|xii ry 

Rebellion 

28-29 

246 

119 

LucasAts Entcrtair inrent Con tpanv 

Outlaws 

206-207 

* 

121 

l ucasArts Entertainment Company 

SliadovvsoftlieFjiipire 

198-199 

72 


Piranha Interactive Publishing 
Psvgnosis 
Psygnosis 


a 

Formula lAYIpe OutXL 
G Police 


QiuitereleckEntertainment Company QEMM 

Red Orb Entertainment JoumcyMan 3: Legrey ofTime 


Red Orb Entertainment 
Red Orb Entertainment 
Red Oil) Entertainment 
I Ad Oib Entertainncnt 
Red Orb Flntertainmenl 
ScgpSoft 
SegnSoft 
SegiSoft 
Siena On-Line 
Sierra On-Line 
Sierra On-Line 
Sierra On-Line 
Sierra On-Line 
Sierra On-Line 
Sierra On-Line 
Sierra On-Line 
Sierra On-Line 
Sierra On-Line 
Sierra On-Line 
Simon & Schuster 
Simutronics 
Simutronics 
Sir-Tcdi 
Sir-Tech 

Software Source 
Sound Source Interactive 
SouthPeak Interactive 
SouthPeak Interactive 
Spacetec IMC Corporation 
Strategic Simulations, Inc. 
Strategic Simulations, Inc. 
Strategic Simulations, Inc. 
Strategic Simulations. Inc. 
'Lake 2 Interactive Software 
Talonsoft 
Talonsoft 

TlumdcrSeat Technologies 

United CD-ROM 
VicTokai, Inc. 


189 

114 

201203 

279 


Red Orb Entertainment 87 

Riven <S0-81 

Take No Prisoners 82-83 

Waibreeds 84-85 

W arlords III 78-79 

Heat 150-151 

LoseYourMarbles 174 

Sad 246-247 

Betrayal at Antara 232-233 

Criil Wan Generals 237 

Front Page Sports: Golf 220 

HalfLife 18-19 

MaskofEtemity 190-191 

MaskofEtemityContestPage 288 

Nascar2 44 

Outpostll 240-241 

Pro Pilot 101-103 

RedBarron2 4041 

TropliyBass B 

StaisliipTitanic 265267269 

Dragan Realms 95 

CunStonelll 202 

Anned& Delirious 23 

XFue 268 

PC CD-ROM Games 284 

Final Conflict 248 

DrachenZor 25 

Temujin 21 

SpaceOrb 42 

Dark Colony 176-177 

Imperialism 132-133 

Pacific General 266 

Panzer General 11 238-239 

Black Dahlia 259-261 

East Front 146 

Prelude 147 

ThunderSeat 180 

Mail Order Products 283 

Dark Rift 256 

Virgin Interactive Entertainment Lands of L-ore: Guardians of Destiny 184-185 
Virgin Interactive Entertainment NHL Power Play 66-67 

Virgin Interactive Entertainment Sabre Ace 262 

WizardWorks, Inc. Cryptic Passage 271 



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• Yamaha Sound on board 

• 12XCDROM 

• 1 04 Win95 Keyboard & Mouse 

• Mini-ATX CASE with 235 Watt Power Supply d> qqq 

• Microsoft windows 95 & McAfee VirusScan 

• Monitor Sold Separately 

For 200MHz w/MMX™ add $145 



MGPX200 Featuring: 


• Intel 200MHz Pentium® Processor with MMX™ Technology 

• Intel TC 430HX Motherboard with 51 2K cache 

• 32 MB EDO RAM / 1 .44MB Floppy 

• 2.5GB EIDE Hard Drive 

• S3 ViRGE 3D with 4MB EDO RAM 

• Yamaha Sound on board 

• 16XCDROM 

► 1 04 Win95 Keyboard & Mouse 

• Mini-ATX CASE with 235 Watt Power Supply i 900 

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MATROX 3D with 4MB SGRAM 

Yamaha Sound on board 

16XCDROM 

100MB SCSI internal ZIP Drive 

1 04 Win95 Keyboard & Mouse $2 155 


Mini-ATX CASE with 235 Watt Power Supply 
Microsoft windows 95 
1 McAfee Virus Scan 
For 233MHz w/MMX™ add $1 25 


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Intel 233MHz Pentium® II Processor with MMX™ Technology 
Intel PT440FX Motherboard 
32 MB EDO RAM / 1 .44MB Floppy 
4.5 GB Ultra Wide SCSI w/UW SCSI Controller 
MATROX 3D with 4MB EDO RAM 
Yamaha Sound on board 
16X SCSI CDROM 
1 04 Win95 Keyboard & Mouse 
Mini-ATX CASE with 235 Watt Power Supply 
Microsoft windows 95 
McAfee Virus Scan 

For Pentium® II 266MHz w/MMX™ add $175 


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To order call: 888-U-GAME-IT (888-842-6348) 


pentium 





HALL OF FAME 


w: 

1 


elcome to the Cooperstown of Computer Games. Here 
you’ll find, raised upon pedestals, the games that broke 


the records, established the benchmarks, and held gamers in 
delighted trances for hours untold. 


HIGHLIGHTS 


■m 


S id I 

act 

tesi 



Sid Meier’s Railroad Tycoon 

MicroProse, Inc., 1990 

^id Meier, inspired by SimCity, envisioned an 
.accelerated real-time strategy game in 
Yvhich would-be railroad tycoons could 
'test their skills on multiple levels. In Sip 
Meier’s Railroad Tycoon, you started with tiled topographical 
and natural resource maps of North America or Europe. After examining the 
possible routes and cargoes, you could build an infrastructure of rail lines, 
rolling stock, support services, and ancillary businesses to exploit the terrain 
where you were building your system. 

The only catch was that the system of interlocking businesses (no Sherman 
or Clayton antitrust laws here) had to make enough prolit to keep Al stock- 
holders interested. If your taste ran more toward the robber baron, it was pos- 
sible to focus on stock manipulation and speculation. The only disappoint- 
ment was that the competition was not multiplayer. 

If you were more interested in railroad operations, you might have found your- 
self setting up a series of milk runs and playing for hours primarily as a dis- 
patcher. Most of us found ourselves balancing our capacity for building, invest- 
ment, and operations in an exciting challenge. By offering the elements of a 
“software toy” and a game with intense 


I'liLium 

S I 

I 



Sid Meier’s Pirates! 

MicroProse, 1987 

id Meier's Pirates! is one of those games 
that broke the mold. It debuted on the 
(Commodore 64 and reached its apex in 
the Amiga version, with its great graph- 
ics and Jeff Briggs' soundtrack. At times, it was 
hard to tell whether it was an adventure game, an action 
game, or a strategy game. The game required exploration, as you traveled 
from one port to another in search of enemies and valuable cargo; featured 
action sequences, as you dueled rival captains and mutinous crew members 
via horizontal scrolling fencing; and incorporated real-time strategy, as you 
tried to outmaneuver opposing vessels in tactical combat. 

Gamers who liked resource management could handle ship's inventories 
and pore over virtual charts at their leisure before leaving port, but once the 
anchor was raised, the game kept moving. Conversation with various gover- 
nors and functionaries, not to mention the governors' beautiful daughters, 
was handled via a multiple-choice menu, as were most conversational trees 
during that era. Sid Meier’s Pirates! may well be considered the most suc- 
cessful hybrid game in computer game history. 


economic competition, Sid Meier’s 
Railroad Tycoon proved that it is possi- 
ble to create both an open-ended and 
competitive game. 


r 


Modem Inductees 


► Inductees Prior To 1989 


Battle Chess (Interplay Productions, 1988) 
Chessmaster (The Software Toolworks, 1986) 
Dungeon Master (FTL Software, 1987) 

Earl Weaver Baseball (Electronic Arts, 1986) 
Empire (Interstel, 1978) 

F-19 Stealth Fighter (MicroProse, 1988) 
Gettysburg: The Turning Point (SSI, 1986) 
Kampfgruppe (Strategic Simulations, 1985) 
Mech Brigade (Strategic Simulations, 1985) 
Might & Magic (New World Computing, 1986) 
M.U.L.E. (Electronic Arts, 1983) 

Sid Meier’s Pirates! (MicroProse, 1987) 
SimCity (Maxis, 1987) 

Starflight (Electronic Arts, 1986) 

The Bard’s Tale (Electronic Arts, 1985) 

Ultima III (Origin Systems, 1983) 

Ultima IV (Origin Systems, 1985) 

War in Russia (Strategic Simulations, 1984) 
Wasteland (Interplay Productions, 1986) 
Wizardry (Sir-Tech Software, 1981) 

Zork (Infocom, 1981) 


A 


Alone in the Dark 

Master of Orion 

(1-Motion, 1992) 

(MicroProse, 1993) 

Betrayal at Krondor 

Panzer General 

(Dynamix, 1993) 

(SSI, 1994) 

Day of the Tentacle 

Red Baron 

(LucasArts, 1993) 

(Dynamix, 1990) 

Doom 

Sid Meier’s Civilization 

(id Software, 1993) 

(MicroProse, 1991) 

Falcon 3.0 

Sid Meier’s Railroad Tycoon 

(Spectrum HoloByte, 1991) 

(MicroProse, 1990) 

Front Page Sports Football Pro 

The Secret of Monkey Island 

(Dynamix, 1993) 

(LucasArts, 1990) 

Gunship 

Their Finest Hour 

(MicroProse, 1989) 

(LucasArts, 1989) 

Harpoon 

Tie Fighter 

(Three-Sixty Pacific, 1989) 

(LucasArts, 1994) 

King’s Quest V 

Ultima VI 

(Sierra On-Line, 1990) 

(Origin Systems, 1990) 

Lemmings 

Ultima Underworld 

(Psygnosis, 1991) 

(Origin Systems, 1992) 

Links 386 Pro 

Wing Commander 1, II, & III 

(Access Software, 1992) 

(Origin Systems, 1990-91) 

M-1 Tank Platoon 

WOLFENSTEIN 3-D 

(MicroProse, 1989) 

(id Software, 1992) 

Master of Magic 

X-Com 

(MicroProse, 1994) 

(MicroProse, 1994) 


CGW 


SEPTEMBER 1997 



PATCHES 


C omputer game programs have grown so massive, and the 
number of hardware configurations has become so huge, 
that incompatibilities and glitches are frustratingly common. 


N 

Software fixes, or “patches,” for buggy programs have become a 
necessary evil until we reach the golden age of standardized 
platforms and bug-free programs. New patches are in red. 


A-10 Cuba! VI. 2: Faster frame 
rates, better messaging and better 
joystick controls are but a few of 
the improvements to keep you in 
the air longer. Beware: This works 
only if you have the previous 1.01 
patch installed! 

Age of Rifles VI. 4: 

Commanders may now name play- 
by-email files and go into combat 
with greater confidence that the 
dreaded system freeze enemy will 
not harass their flanks. For other 
fixes, be sure to reconnoiter the 
exhaustive READ.ME file. 

Age of Sail VI. 05: Bow/stern 
chasers no longer reload after being 
destroyed. There are also improve- 
ments to the ship repair rules. 

AH-64D Longbow Gold VI. 04: 

Fixes movie player and garbled 
speech problem for the gold version 
of this Jane’s combat sim only. 

Air Warrior II VI. 01a: For better 
multiplayer furballs. 

Battleground Shiloh VI. 1: 

Winner of CGI/Vs best wargame is 
improved even more by this latest 
upgrade, which includes Al tweaks 
and more realistic casualty rates. 

Broken Alliance VI. 02: Latest 
upgrade for HPS Simulations’ add- 
on to Panthers in the Shadows. 

Civilization II Scenarios VI. 1: 

Mostly tweaking to balance scenar- 
ios and to stiffen the challenge of 
this commendable add-on pack. 

Oaggerfall VI. 07. 21 3: Another 
welcome patch for Bethesda’s award- 
winning RPG. 

Diablo VI. 03: Dungeon delvers 
of all persuasions will benefit from 
this upgrade. No longer can illegal 
spells be cast in town, and this 
patch ends duplicate item genera- 
tion at the Blacksmith and Witch 
within the same game. Game 
speed, latency, and packet loss 


issues over the Internet are also 
much improved. 

Dragons in the Mist VI. 01: 

Patch in the Pacific, WWII. 

Harpoon Classic ’97 VI. 63d: 

The latest Win 95 executable to make 
your favorite fleet more seaworthy. 

Ghost Bear’s Legacy VI. 1: 

Mechs will now move through their 
normal range of motion using vari- 
ous rudder pedal input devices. 
Joystick throttle commands should 
work as well. 

iMI A2 Abrams for Win 95 

VI. 10: New treads for Interactive 
Magic’s tank simulator. 

Interstate ’76 VI. 06: More than 
a dozen fixes make this the hippest, 
baddest multi-melee around— espe- 
cially since the host no longer gets 
double kills, and "partial deaths” are 
no more. 

Magic The Gathering VI. 1: 

Better Al, sound, and animation are 
but a few of the fixes in 
MicroProse’s version of the Wizards 
of the Coast classic. 

MechWarrior Mercenaries 

VI. 06: Regardless of clan affilia- 
tion, all will benefit from this latest 
upgrade, which repairs more ’mech 
deficiencies. 

Master of Orion II V 1.31: This 
latest in galactic technology evident- 
ly repairs much of the damage to 
the diplomacy model, as well as 
adding an initiative-based system for 
ship combat. There is a separate 
upgrade file available in German. 

MDK Video Patches: If you 

thought the mayhem was merry 
before, wait until you see the SVGA 
carnage with these new patches for 
3DfX and Rendition-based cards! 

NCAA Championship 
Basketball: NEC Systems with 
Alliance Pro Motion Video Cards 


that are experiencing lock-ups will 
find this more refreshing than a 30- 
second timeout. 

Outlaws VI. 1: The new 3DfX sup- 
port makes this faster on the draw 
than Jesse James. 

Privateer 2 The Darkening: 

Since the movie is the best part 
of the game, it's nice that this 
patch solves most of the video 
difficulties. 

US Navy Fighters ’97 V1.3: 

You’ll fly faster with fewer 3D com- 
plaints. This also enables dogfights 
over TCP/IP. 

X-Wing vs. TIE Fighter VI. 10: 

Your fighters now handle better than 
a wet womprat in an ice storm on 
Hoth during multiplayer games. 



► Check for new patches 
on the demo disc. 




Patches can usually be 
downloaded from online net- 
works (such as CompuServe 
and ZDNet), from CGW/'s 
Web site (www. 
computeigaming.com), 
or from the individual soft- 
ware publisher's Web site 
(see listing below). 




* Publisher Web Sites 

Many patches are available from the publishers at the following sites: 

Accolade: www.accolade.com 

Activision: www.activision.com 

Apogee/3d Realms: www.apogee1.com 

Avalon Hill: www.avalonhill.com 

Bethesda: www.bethsoft.com 

Big Time Software: www.bigtimesoftware.com 

Blizzard: www.blizzard.com 

Eidos: www.eidos.com 

EA: www.ea.com 

Epic MegaGames: www.epicgames.com 

HPS Simulations: www.hpssims.com 

Id Software: www.idsoftware.com 

Interactive Magic: www.imagicgames.com 

Interplay: www.interplay.com 

Jane’s Combat Simulations: www.janes.ea.com 

LucasArts: www.lucasarts.com 

MicroProse/Spectrum HoloByte: www.microprose.com 

Microsoft: www.microsoft.com 

New World Computing: www.nwcomputing.com 

Origin: www.origin.ea.com 

Papyrus: www.sierra.com/papyrus 

Sierra On-Line: www.sierra.com 

SSI: www.ssionline.com 

Talonsoft: www.talonsoft.com 

Virgin: www.vie.com 


1997 


ccw 



THE COMPUTER GAMING POLL • a monthly survey of cgw subscribers 


E ach month, 2,000 CGtV subscribers are selected at random to rate 100 computer games. The results of that poll are combined with the results ot 
previous months to yield a cumulative average for the best plays in gaming. If you receive a ballot, please return it with your ratings so that other 
gamers and game publishers can benefit from your feedback. 





^ TOP ACTION GAMES 


i TOP ADVENTURE GAMES 

1 

Quake Pack 1: Scourge of Armagon 

id Software/Hipnotic 

9.32 



1 Pandora Directive 

Access 

8.39 

2 

Tomb Raider 

Eidos 

8.40 



2 Gabriel Knight 2 

Sierra 

8.30 


Duke Nukem 3D 


8.40 



3 Rama 

Sierra 

7.94 

4 

Interstate '76 

Activision 

8.16 



4 The Neverhood 

Dreamworks 

7.74 


Crusader: No Remorse 

EA/Origin 

8.16 



5 Spycraft 

Activision 

7.60 

6 

The Need for Speed SE 

EA 

8.11 



6 Circle of Blood 

Virgin 

7.56 

7 

Quake 

id Software 

8.03 



7 Full Throttle 

LucasArts 

7.52 

8 

Crusader: No Regret 

EA/Origin 

7.89 


A 

8 Lighthouse 

Sierra 

7.47 

9 

Outlaws 


7.84 



Leisure Suit Larry 7 

Sierra 

7.47 

10 

The Need for Speed 

EA 

7.56 


■jhu zorK Nemesis 

Activision 

7.27 


j TOP CLASSIC/PUZZLE GAMES 

TT" 

You Don’t Know Jack II 

Berkeley Systems 

8.22 

2 

You Don’t Know Jack Sports 

Berkeley Systems 

8.19 

3 

You Don't Know Jack 

Berkeley Systems 

8.18 

4 

Power Chess 

Sierra 

7.28 

5 

Mind Grind 

Microforum 

7.27 

6 

Incredible Toons 

Sierra 

7.23 

7 

Incredible Machine 2 

Sierra 

7.06 

8 

Monopoly 

Virgin/Westwood 

6.90 

9 

Baku Baku 

Sega 

5.98 

UL 

Trivial Pursuit 

Hasbro 

5.23 



Lg TOP SIMULATION/SPACE COMBAT GAMES 

1 

Wing Commander IV 

EA/Origin 

8.42 

2 

MechWarrior 2: Mercenaries 

Activision 

8.24 

3 

MechWarrior 2 

Activision 

8.20 

4 

AH-64 Longbow 

EA/Origin 

8.13 

5 

X-Wing vs. TIE Fighter 

LucasArts 

8.12 

6 

U.S. Marine Fighters 

EA 

7.90 

7 

Silent Hunter 

SSI 

7.88 

8 

EF2000 

Ocean 

7.71 

1 9 

Flying Corps 

Empire 

7.59 


U.S. Navy Fighters 

EA 

7.58 



[ TOP SPORTS GAMES 

1 

Links LS 

Access 

8.69 

2 

Nascar 2 

Sierra 

8.32 


NBA Live ’97 

EA Sports 

8.32 

4 

NHL ’97 

EA Sports 

8.29 

5 

Grand Prix 2 

MicroProse 

8.17 

6 

Triple Play ’97 

EA Sports 

7.62 


Nascar Racing 

Sierra 

7.62 

8 

FPS Football Pro ’97 

Sierra 

7.58 

8 

NHL Hockey ’96 

EA Sports 

7.54 

10 

FPS Football Pro ’96 

Sierra 

7.50 


M TOP STRATEGY GAMES 

T 

WarCraft II Expansion Disk 

Blizzard 

8.89 

2 

Red Alert 

Virgin/Westwood 

8.83 

3 

WarCraft II 

Blizzard 

8.82 

4 

Heroes II 

New World Computing 

8.81 

5 

Civilization II 

MicroProse 

8.77 

6 

C&C: Covert Operations 

Virgin/Westwood 

8.34 

7 

Command & Conquer 

Virgin/Westwood 

8.30 

k 8 

Civilization II: Scenarios 

MicroProse 

8.18 

9 

Red Alert: Counterstrike 

Virgin/Westwood 

8.02 

(10 

Heroes of Might & Magic 

New World Computing 

7.91 


i TOP ROLE-PLAYING GAMES 

1 

Diablo 

Blizzard 

8.80 

2 

Daggerfall 

Bethesda 

7.48 

3 

Anvil of Dawn 

New World Computing 

7.22 

4 

Albion 

Blue Byte 

6.15 

5 

— 



6 

— 



7 

— 



8 

— 



8 

— 



10 

- 




t\ TOP WARGAMES 

1 

Steel Panthers Campaign Disk 

SSI 

8.69 

2 

Steel Panthers II 

SSI 

8.51 

3 

Steel Panthers 

SSI 

8.43 

4 

Battleground: Shiloh 

TalonSoft 

8.12 

5 

Battleground: Antietam 

TalonSoft 

8.08 

6 

Tigers on the Prowl 2.0 

HPS Simulations 

7.83 

7 

Battleground: Waterloo 

TalonSoft 

7.70 

8 

Battleground: Gettysburg 

TalonSoft 

7.53 

9 

Robert E. Lee: Civil War General 

Sierra 

7.34 

10 

Age of Sail 

TalonSoft 

6.94 


SEPTEMBER 1997 


A 

: 1 

Quake Pack 1: Scourge of Armagon 

id Software/Hipnotic 

AC 

9.32 


: * 

WarCraft II Expansion Disk 

Blizzard 

ST 

8.89 


3 

Red Alert 

Virgin/Westwood 

ST 

8.83 


4 

WarCraft II 

Blizzard 

ST 

8.82 


5 

Heroes II 

New World Computing 

ST 

8.81 

A 

: 6 

Diablo 

Blizzard 

RP 

8.80 


7 

Civilization II 

MicroProse 

ST 

8.77 


r 8 

Links LS 

Access 

SP 

8.69 

A 


Steel Panthers Campaign Disk 

SSI 

WG 

8.69 


10 

Steel Panthers II 

SSI 

WG 

8.51 


11 

Steel Panthers 

SSI 

WG 

8.43 

A 

:/i2 

Wing Commander IV 

EA/Origin 

S! 

8.42 


13 

Tomb Raider 

Eidos 

AC 

8.40 



Duke Nukem 3D 

Apogee/3DRealms 

AC 

8.40 

*15 

Pandora Directive 

Access 

AD 

8.39 


16 

C&C; Covert Operations 

Virgin/Westwood 

ST 

8.34 


17 

Nascar 2 

Sierra 

SP 

8.32 



NBA Live '97 

EA Sports 

SP 

8.32 


19 

Command & Conquer 

Virgin/Westwood 

ST 

8.30 



Gabriel Knight 2 

Sierra 

AD 

8.30 


21 

NHL Hockey ’97 

EA Sports 

SP 

8.29 


22 

MechWarrior 2: Mercenaries 

Activision 

Si 

8.24 

A 

C 23 

You Don't Know Jack II 

Berkeley Systems 

CP 

8.22 


24 

MechWarrior 2 

Activision 

SI 

8.20 


25 

You Don’t Know Jack Sports 

Berkeley Systems 

CP 

8.19 


26 

Civilization II: Scenarios 

MicroProse 

ST 

8.18 



You Don’t Know Jack 

Berkeley Systems 

CP 

8.18 


28 

Grand Prix 2 

MicroProse 

SP 

8.17 


29 

Interstate '76 

Activision 

AC 

8,16 



Crusader: No Remorse 

EA/Origin 

AC 

8.16 


31 

AH-64 Longbow 

EA/Origin 

SI 

8.13 


32 

X-Wing vs. TIE Fighter 

LucasArts 

SI 

8.12 



Battleground: Shiloh 

TalonSoft 

WG 

8.12 


34 

The Need for Speed SE 

EA 

AC 

8.11 


35 

Battleground: Antietam 

TalonSoft 

WG 

8.08 


36 

Quake 

id Software 

AC 

8.03 


37 

Red Alert: Counterstrike 

Virgin/Westwood 

ST 

8.02 


38 

Rama 

Sierra 

AD 

7.94 


39 

Heroes of Might & Magic 

New World Computing 

ST 

7.91 


40 

U.S. Marine Fighters 

EA 

SI 

7.90 


41 

Crusader: No Regret 

EA/Origin 

AC 

7.89 


42 

Silent Hunter 

SSI 

SI 

7.88 


43 

Outlaws 

LucasArts 

AC 

7.84 


44 

Tigers on the Prowl 2.0 

HPS Simulations 

WG 

7.83 


45 

The Neverhood 

Dreamworks 

AD 

7.74 



Jagged Alliance: Deadly Games 

Sir-Tech 

ST 

7.74 


47 

EF2000 

Ocean 

SI 

7.71 


48 

Battleground: Waterloo 

TalonSoft 

WG 

7.70 


49 

Triple Play '97 

EA Sports 

SP 

7.62 



Nascar Racing 

Sierra 

SP 

7.62 


Games on unnumbered lines are tied with game on line above. = Top game of type. 


51 

Spycraft 

Activision 

AD 

7.60 

52 

Flying Corps 

Empire 

SI 

7.59 

53 

U.S. Navy Fighters 

EA 

SI 

7.58 


FPS Football Pro '97 

Sierra 

SP 

7.58 

55 

Lords of the Realm II 

Sierra 

ST 

7.57 

56 

Circle of Blood 

Virgin 

AD 

7.56 


The Need for Speed 

EA 

AC 

7.56 

58 

Pro Pinball 

Empire 

AC 

7.55 

59 

NHL Hockey '96 

EA Sports 

SP 

7.54 

60 

Battleground: Gettysburg 

TalonSoft 

WG 

7.53 


MDK 

Playmates/Shiny 

AC 

7.53 

62 

Full Throttle 

LucasArts 

AD 

7.52 

63 

FPS Football Pro '96 

Sierra 

SP 

7.50 


Privateer 2 

EA/Origin 

SI 

7.50 

65 

NBA Live '96 

EA Sports 

SP 

7.49 


Fantasy General 

SSI 

ST 

7.49 

67 

Advanced Tactical Fighters 

EA 

SI 

7.48 


Daggerfall 

Bethesda 

RP 

7.48 

69 

Lighthouse 

Sierra 

AD 

7.47 


Larry 7 

Sierra 

AD 

7.47 

71 

Warbirds 

ICI 

SI 

7.46 

72 

F-22 Lightning II 

NovaLogic 

SI 

7.45 

73 

Jack Nicklaus 4 

Accolade 

SP 

7.44 


FIFA 97 

EA Sports 

SP 

7.44 

75 

CivNet 

MicroProse 

ST 

7.43 


PGA Tour Golf 486 

EA Sports 

SP 

7.43 

77 

Tony LaRussa 3 '96 

Stormfront Studios 

SP 

7.42 

78 

Magic The Gathering 

MicroProse 

ST 

7.36 

79 

Robert E. Lee: Civil War General 

Sierra 

WG 

7.34 

80 

M.A.X. 

Interplay 

ST 

7.32 

81 

Power Chess 

Sierra 

CP 

7.28 

82 

Road Rash 

EA 

AC 

7.27 


Mind Grind 

MicroForum 

CP 

7.27 


Zork Nemesis 

Activision 

AD 

7.27 


Toonstruck 

Virgin 

AD 

7.27 

86 

Incredible Toons 

Sierra 

CP 

7.23 

87 

Descent II 

Interplay 

AC 

7.22 


Anvil of Dawn 

New World Computing 

RP 

7.22 

89 

Missionforce Cyberstorm 

Sierra 

ST 

7.21 


Virtual Pool 

Interplay 

SP 

7.21 


Syndicate Wars 

EA/Bullfrog 

AC 

7.21 

92 

System Shock 

EA/Origin 

AC 

7.19 

93 

Jetfighter III 

Mission Studios 

SI 

7.17 

94 

Terra Nova: Strike Force Centauri 

Looking Glass 

AC 

7.14 

95 

Hexen 

id Software/Raven 

AC 

7.09 

96 

Magic Carpet 2 

Bullfrog 

AC 

7.08 

97 

Incredible Machine 2 

Sierra 

CP 

7.06 

98 

Legends of Kyrandia 3 

Virgin/Westwood 

AD 

7.04 

99 

Phantasmagoria 

Sierra 

AD 

6.99 

100 

Flight Unlimited 

Looking Glass 

SI 

6.98 


Red = New Game, AD = Adventure, RP = Role-Playing, SI = Simulation/Space Combat, 


ST = Strategy, WG = Wargame, AC = Action, SP = Sports, CP = Classic/Puzzle. Games are retired after two years and become eligible for the Hall of Fame. 


SEPTEMBER 1997 


CCW 


MARTIN CIRULIS 


A 


Whats the Deal 
with... Killing Reality? 



he "Psycho Geeks" 
column was fairly 
predictable, with rlo 
support for the 
Wreckers or 
Cheaters, and 
many, many tales 
from ex-DiABLO and 
MUD players stating how the psychotic, 
self-esteem-damaged Killers had made 
their favorite game pointless. The hand- 
ful of rabid letters from Psycho Geeks 
defending their right to kill other players 
in games not really intended to foster 
murderous rampages was also pre- 
dictable, but what ms a surprise was 
the outrageous pretension in their logic. 

To hear these guys go on, you’d 
think that sneaking up behind some- 
body who is busy fighting a troll and 
then stabbing them in the back is as 
important to the cause of human free- 
dom as being a co-writer of the 
Constitution. These self-proclaimed 
champions see themselves as the dri- 
ving force of realism in online RPGs. 

Guess what? It’s time to stop get- 
ting off the bus at the corner of 
Delusional and Insipid. 

Rrst of all, let’s state again that the 
angry majority of the online (and 
sadly, the ex-online) community sees 
PKing as a random act of idiotic vio- 
lence that has little, if anything, to do 
with what is going on in the game. 
Pretentious PKers always seek to 
drive the argument into all-or-nothing 
territory, which is patently ridiculous 
and a surefire way to make sure noth- 
ing changes in their little worlds. The 
issue is not whether players should 


be “allowed" to kill each other. 
Instead, it’s a matter of what steps 
game administrators have to take to 
keep their RPGs from spiraling into 
pathetic sub-versions of Doom, where 
a few people get to play and the rest 
of the players get to be moving tar- 
gets — with new players constantly 
replacing old players who get sick of 
the BS and quit. 

The Ultima Online folks have stated 
that they are in favor of player-to-player 

I U It’s time 
to stop get- 
ting off the 
bus at the 
comer of 
Delusional 
and Insipid, yy 

violence that adds to the environment, 
and for the most part, I agree with 
them. I mean, if I’m sitting in a virtual 
bar and a Dwarf walks up to a table of 
Ores and says, “Hey, aren’t you from 
the clan that wiped out my village?" I’ll 
be more than happy to duck and start 
faying bets on who’ll survive. I’ll even 
go as far as saying there is no harm in 
walking along a country road and hav- 
ing a guy pop out demanding my stuff 
or my life. These are all the things 
petty and violent that make High 


Fantasy so much wholesome fun, and 
most gamers really don’t consider this 
to be PKing. 

On the other hand, some little goof 
sputtering, “Your broadcasts are too 
loud. I am going to kill you, dude!" or 
running around trying to kill as many 
lower-level players in one night as he 
can, is not exactly the next install- 
ment of the Small Kitchen 
Implements of Shannarra. And it is 
exactly the kind of crap that will keep 
online RPGs utterly marginalized as a 
form of entertainment. 

Oh, do I hear the tedious cries 
that say that players doing every- 
thing and anything they want is the 
essence of RPGs? Excuse me? Do 
you have a clue what the letters 
RPG stand for? I’ll give you a hint; 
they don’t stand for Really Pathetic 
Guy (or Gal) taking out their frus- 
trations on other players-the ones 
who are actually trying to role play! 
The only game that the behavior of 
most PKers actually fits into would 
be Lord of the Flies 2-a New 
Beginning. Have any of you people 
actually thought about what the 
concept of an RPG is? Have you 
considered that there are concepts 
being played out that are more 
important than pumping up your 
ego to make up for your boss / 
parents/teachers treating you 
like a moron? 

Given PKer logic, most of the great 
works of fantasy literature would have 
been three or four pages, tops. Let’s 
see...instead of defeating the dragon, 
Bilbo Baggins is killed while he’s 


taking out the garbage by some rabid 
adolescent with a fireball spell. 
Thomas Covenant is stabbed in the 
back and tossed off the World Cliff by 
a young woman who wishes she 
could assert herself in real life. Oh 
yes, and the grand and powerful 
Witches of Darkover are killed from 
behind, while fighting their true 
enemy, by a sad 30-year-old guy who 
is angry because they won’t have 
cybersex with him. 

Ahhh yes, that’s real role- 
playing for you! 

You PKers want to be the champi- 
ons of reality? Try having enough 
bloody imagination to start a war where 
stuff is destroyed forever! Or better yet, 
be really brave and push for a game 
where death has real implications, and 
see how enamored of it you are. How 
many PKers would be thrilled with a 
game that erased characters when they 
died, and had towns where, if you were 
caught killing another player at random, 
you were tossed in a cell and then 
faced a trial by your peers-where 
“guilty” meant that you were banished 
from the server for 5-10 years? 

Not so eager for reality now, eh? 

There is no doubt that rabid 
PKers will continue in their petty 
ways. I just wish that they would be 
honest about it, and admit that they 
are afraid to play a game where vio- 
lence is expected, and that they 
have no concern at all (beyond self- 
gratification) for the reality, well- 
being, or value of the RPG commu- 
nity they prey upon. ^ 



Computer Gaming World (ISSN 0744-6667) is published monthly by Ziff-Davis. Inc. One Park Avenue, New York. NY 10016. Subscription rate is S27.97 (or a one-year subscription (12 issues). Canada and all other 
countries add $16.00 for surface mail. Postmaster: Send address changes to Computer Gaming World. P.O. Box 57167, Boulder. CO 80328-7167. Canadian GST registration number is 89371 0442 RT. Canada Post 
International Pub's Mail Product (Canada Distribution) Sales Agreement No. 1058649. Periodicals postage paid at New York, NY 10016 and additional mailing offices. Printed in the li.S.A. 


Ak 


SEPTEMBER 1997 




GAMES... 


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